<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maackey</id>
	<title>Spring - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maackey"/>
	<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/wiki/Special:Contributions/Maackey"/>
	<updated>2026-11-08T20:28:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9023</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9023"/>
		<updated>2011-08-25T21:05:13Z</updated>

		<summary type="html">&lt;p&gt;Maackey: Fixed ZK licenses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Freeware/Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.spring1944.org/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://spring1944.svn.sourceforge.net/viewvc/spring1944/trunk/S44Main.sdd/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Zero-k_image.jpg|link=http://zero-k.info/}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=S44_tigers.jpg|link=http://www.spring1944.org}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with four fully functional sides (US, Germany, USSR, Britain), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-NC-ND])&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=188|image=Evoimg.jpg|link=http://www.evolutionrts.info}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimg|xsize=300|ysize=225|image=Kernel_Panic_3.4.jpg|link=Kernel Panic}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/sounds/evolutionRTS some non-free data] from EvolutionRTS)&amp;lt;!-- Despite being â€œFOSS by defaultâ€, as stated in http://code.google.com/p/conflictterra/source/browse/games/CT/Legal.txt, there are some non-free files, like those from EvolutionRTS, whose whole media is under a non-free license as stated in this very page. So this can not be considered FOSS. --&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[Spring Tanks]]&amp;lt;/h2&amp;gt;([http://pastebin.com/Wpub9wWw undecided, some obscure free license])&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=Conflict_terra.png|link=http://www.moddb.com/games/conflict-terra}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimg|xsize=300|ysize=221|image=Springtanks_wikipreview.jpg|link=Spring Tanks}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Based around the idea of a fictional faction fighting for the domination of Earth, Conflict Terra hopes to achieve balanced, interesting, intuitive and above all fun gameplay that tries to break some of the norms present in other Spring games.[http://www.moddb.com/games/conflict-terra/downloads Download link]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Some guys decided to attack each other with tanks and you can be one of them. &lt;br /&gt;
Build-in Single Player!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games (P.U.R.E.) include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.moddb.com/games/gundam-rts/news Gundam RTS]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=Screen104.jpg|link=http://www.moddb.com/games/gundam-rts/news}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Set during the One-Year War in the Universal Century timeline of the Gundam Metaseries, Gundam RTS features fast, intense mech combat gameplay in a truly Gundam style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.imperialwinter.com Star Wars: Imperial Winter]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Imperial Winter assault.jpg|link=http://www.imperialwinter.com}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=cursed_logo.jpg|link=http://www.indiedb.com/games/the-cursed}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era, SW:IW features over a hundred units for the fractured Galactic Empire and Rebel Alliance fighting for control of the galaxy.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; |  The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[Balanced Annihilation]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimg|xsize=300|ysize=225|image=BAScreenShot.jpg|link=Balanced Annihilation}} &lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=200|image=Tech_Annihilation.png|link=http://springfiles.com/spring/games/tech-annihilation-8}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
Balanced Annihilation (BA) is currently the most popular game played using the Spring engine.  BA is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[NOTA]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;h2&amp;gt;[[XTA]]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimg|xsize=300|ysize=225|image=Nota2nukes.jpg|link=NOTA}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimg|xsize=300|ysize=225|image=Screen508_s.jpg|link=XTA}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a game-file, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;. For these games, you have to [[Download|install the stand-alone Spring-Engine]] first, and then place the game-file in the &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac).&lt;br /&gt;
You may install multiple games in the same engine installation.&lt;br /&gt;
&lt;br /&gt;
To play a game, you also need a [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua:WidgetDirectory&amp;diff=10929</id>
		<title>Lua:WidgetDirectory</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua:WidgetDirectory&amp;diff=10929"/>
		<updated>2010-09-28T02:17:12Z</updated>

		<summary type="html">&lt;p&gt;Maackey: linked to actual widget page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
= Click on the link below to find all the widgets in Spring = &lt;br /&gt;
-= [http://www.springinfo.info/lua-widgets/widget-database/ Widget Database] =-&lt;br /&gt;
[[Category: Lua]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua:WidgetDirectory&amp;diff=10928</id>
		<title>Lua:WidgetDirectory</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua:WidgetDirectory&amp;diff=10928"/>
		<updated>2010-09-28T02:15:31Z</updated>

		<summary type="html">&lt;p&gt;Maackey: replaced useless text with link to widget database&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
= Click on the link below to find all the widgets in Spring = &lt;br /&gt;
-= [http://www.springinfo.info/lua-widgets/ Widget Database] =-&lt;br /&gt;
[[Category: Lua]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15775</id>
		<title>Read Me First</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15775"/>
		<updated>2010-09-27T02:20:07Z</updated>

		<summary type="html">&lt;p&gt;Maackey: /* Useful Hotkeys, Etc. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lang | Germany | Zuerst lesen | Zuerst Lesen}}&lt;br /&gt;
&lt;br /&gt;
===Installation (on Windows)===&lt;br /&gt;
* For installation on Linux, [[SetupGuide|go here]]&lt;br /&gt;
# Get the installer here: [[Download]]&lt;br /&gt;
# Make sure you have the latest version of Spring. See [[Download]].&lt;br /&gt;
# Spring is a &amp;lt;b&amp;gt;game engine&amp;lt;/b&amp;gt;, not a &amp;quot;game&amp;quot;. The content itself (the buildings, units, sounds, images) are packed in mod files. There are several mods and games you can play with Spring. They all have different play styles. Mods and games can be found at the [[Games]] page.&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
&lt;br /&gt;
===Single-Player===&lt;br /&gt;
# Open the Spring application, by double-clicking on the Spring icon.&lt;br /&gt;
# Select a Game or Mod.&lt;br /&gt;
# Select a Map.&lt;br /&gt;
# Select an AI.&lt;br /&gt;
# Click &amp;quot;Test the Game&amp;quot;.&lt;br /&gt;
# Some games come with their own custom menus, single-player missions, etc, but these are not supported by the Spring default menu at this time.&lt;br /&gt;
# Not all AIs will operate with every game.  For more infomation, see the AI section, below.&lt;br /&gt;
# You may also play single-player games with SpringLobby.&lt;br /&gt;
# Some games support missions; these can be obtained either by installing the game, or by downloading them via SpringDownloader.&lt;br /&gt;
&lt;br /&gt;
===Playing Online===&lt;br /&gt;
# To play a game of Spring online, you must run the &amp;lt;b&amp;gt;Springlobby&amp;lt;/B&amp;gt; program.&lt;br /&gt;
# You can start Springlobby through the start menu link it creates or by running &amp;lt;b&amp;gt;Springlobby&amp;lt;/b&amp;gt; in the directory you installed Spring in.&lt;br /&gt;
&lt;br /&gt;
==Useful Hotkeys, Etc.==&lt;br /&gt;
# To chat with &amp;lt;b&amp;gt;allies&amp;lt;/b&amp;gt;, press Alt+Enter, or type &amp;quot;a:&amp;quot; (without quotation marks) before your message.&lt;br /&gt;
# Press Shift+Enter or type &amp;quot;s:&amp;quot; before your message to chat with &amp;lt;b&amp;gt;spectators&amp;lt;/b&amp;gt; only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Press F1 for seeing the &amp;lt;b&amp;gt;heightmap&amp;lt;/b&amp;gt; (because some buildings cannot be built anywhere).&lt;br /&gt;
# Press F2 when you want to see where the builder &amp;lt;b&amp;gt;can build&amp;lt;/b&amp;gt; the selected unit.&lt;br /&gt;
# Press F3 for seeing &amp;lt;b&amp;gt;last action&amp;lt;/b&amp;gt; in the game.&lt;br /&gt;
# Press F4 for seeing &amp;lt;b&amp;gt;metal map&amp;lt;/b&amp;gt; (where to build metal extractors).&lt;br /&gt;
# Press F6 to enable/disable sounds.&lt;br /&gt;
# Press F9 to enable/disable the health bars above units.&lt;br /&gt;
# Press F12 to take a screenshot.&lt;br /&gt;
For more information Check Keyboard Key Layout:&lt;br /&gt;
[http://img108.imagevenue.com/img.php?image=03721_PK06A_Compact_Keyboard_ProdImage_Black_V2_122_972lo.jpg Spring Keyboard Layout Image]&lt;br /&gt;
&lt;br /&gt;
A Newer Keyboard Layout (still a work in progress): [http://maackey.us/keyboard.php Spring Keyboard Layout Page]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Press the left mouse button to select a unit.&lt;br /&gt;
# Press the left mouse button and drag a rectangle to select multiple units.&lt;br /&gt;
# Press the right mouse button on the terrain to move all selected units to that location.&lt;br /&gt;
# Press the left mouse button on the terrain to deselect any selected units you have selected.&lt;br /&gt;
&lt;br /&gt;
==Getting / Installing Mods and Games==&lt;br /&gt;
# A list of the most commonly played and recently updated games and mods can be found in the [[Games]] page, and you download them from the links on that page.&lt;br /&gt;
# Additional games / mods may be found by visiting the links [http://springrts.com/wiki/Getting_Spring_Content_and_Links here].&lt;br /&gt;
# To install a game to Spring, you can double-click on the mod file (.sd7 or .sdz) and a program called &amp;quot;archive mover&amp;quot; that comes with spring will automatically install it for you. If you cannot do this, you can instead directly drop the file into your &amp;quot;Spring\Mods\&amp;quot; directory.&lt;br /&gt;
# Some games come with complete installers.  Most are files that can be dropped into your Spring installation.&lt;br /&gt;
# Some mods have multiple .sd7 or .sdz files for single player games modes or mutators. These should be installed in the &amp;quot;Spring\Mods\&amp;quot; directory, just like a game or mod.&lt;br /&gt;
# Once a game or mod has been installed, you can use the &amp;quot;refresh maps/mods&amp;quot; option from the &amp;quot;tools&amp;quot; list in SpringLobby.&lt;br /&gt;
&lt;br /&gt;
==Getting / Installing Maps==&lt;br /&gt;
# Maps can be found [http://springrts.com/wiki/Getting_Spring_Content_and_Links here].&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
# These files are also &amp;quot;.sd7&amp;quot; or &amp;quot;.sdz&amp;quot; files. They may be zipped with WinZip or WinRar, to further reduce their size. In that case, unzip them before placing them in the &amp;quot;Maps&amp;quot; directory in the Spring folder.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
# As is the case with mods, use the &amp;quot;refresh maps/mods&amp;quot; option from the &amp;quot;tools&amp;quot; list in SpringLobby.&lt;br /&gt;
&lt;br /&gt;
==Online Client Tips==&lt;br /&gt;
# The main purpose of SpringLobby is to set up and start games on the Spring engine, either as online multiplayer games or single-player games. #Additionally, it is also an IRC-like chat client, has a BitTorrent-based downloader to get new maps, games / mods and missions, and can be used to watch demos of previously played games.&lt;br /&gt;
# Private messaging is also supported through SpringLobby by double-clicking a person&#039;s name, either in a chat channel or in a battle room.  To exit a private messaging window, click on the &amp;quot;X&amp;quot; button on the tab with that player&#039;s name on it in the &amp;quot;chat&amp;quot; tab.&lt;br /&gt;
# To host a game, go to the &amp;quot;Multiplayer&amp;quot; tab and click the &amp;quot;Host new&amp;quot; buton on the bottom right of the screen. Another tab in the &amp;quot;multiplayer&amp;quot; section will show up, allowing you to chose the mod and other settings.&lt;br /&gt;
&lt;br /&gt;
==Bots / AI==&lt;br /&gt;
Bots are AI controlled players. There are several AI projects in development. Most of them are at a playable stage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are bots packed with Spring, so you should already have several AI to fight against.&lt;br /&gt;
&lt;br /&gt;
A list of AIs can be found at: [[AIs]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your question not answered here? Got problems? Read the [[FAQ|Frequently Asked Questions]].&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Spring Forum===&lt;br /&gt;
[[Forum_Etiquette|Guidelines For Forum Etiquette]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Getting_Started&amp;diff=9453</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Getting_Started&amp;diff=9453"/>
		<updated>2010-08-26T01:24:00Z</updated>

		<summary type="html">&lt;p&gt;Maackey: corrected port number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lang|Germany|Erste Schritte|Erste Schritte}}&lt;br /&gt;
&lt;br /&gt;
Spring is a project that was started by the [[SY|Swedish Yankspankers]] that aims to create a fully customizable 3D real time strategy game engine.&lt;br /&gt;
&lt;br /&gt;
TA Spring is the current project focus, which is supposed to port the original Cavedog game &amp;quot;Total Annihilation&amp;quot; to the still developing Spring engine.  It uses formats and gameplay elements from the original game and, at this point, can display most [[Units]] designed for the original game to different levels of playability.&lt;br /&gt;
&lt;br /&gt;
The most important thing to note however is, &#039;&#039;&#039;YOU CAN ACTUALLY DOWNLOAD AND PLAY A WORKING VERSION OF THIS GAME RIGHT NOW AND PLAY ONLINE WITH OTHER PEOPLE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Getting To Your First Game=&lt;br /&gt;
===STEP 1: Is your computer ready?===&lt;br /&gt;
Thanks to the [[Linux|Linux Port]] efforts, Spring now has cross-platform support, and can be played on Windows or Linux. There are, however, sync issues with Linux and Windows users playing together.&lt;br /&gt;
In theory, it might be compatible with Windows 9x or later, but since we&#039;re still beta, we&#039;ll call it &amp;quot;hit and miss&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You will need some kind of 3D hardware acceleration, it needs to have the latest OpenGL drivers (which means, providing the card is recent enough, the latest drivers from your cards manufacturer). You will also need [http://www.microsoft.com/windows/directx/default.aspx?url=/windows/directx/downloads/default.htm  DirectX] installed.&lt;br /&gt;
&lt;br /&gt;
===STEP 2: Download the Current Installer===&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/download.php Click Here] to go to the downloads page.  Download the &#039;&#039;&#039;Regular installer&#039;&#039;&#039; option.  Run it and install it somewhere on your computer.  In theory if, at this point, you read the stuff in the &amp;quot;docs&amp;quot; folder, then you will know what to do next.&lt;br /&gt;
&lt;br /&gt;
===STEP 3 Make Sure the Game Works on Your Computer===&lt;br /&gt;
&lt;br /&gt;
Browse to the installation folder and double-click &amp;quot;spring.exe&amp;quot;.  Choose &amp;quot;yes&amp;quot; on the &amp;quot;do you want to be a server&amp;quot; dialog, choose the &amp;quot;Commanders&amp;quot; script with the arrow keys and enter, choose a map with the arrow keys and enter, press enter to force start the game.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t bother going online until you figure out how to make your Commander build buildings and your buildings build units, and manage to find and kill the other Commander on the map and get the &amp;quot;You Win&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
====Quick Start====&lt;br /&gt;
Shift-Middle Click to change views, middle click activates free-look, arrows keys, moving your cursor to the edge and the scroll wheel controls your camera.  If you&#039;ve ever played Total Annihilation before in its default control mode, you will know what to do next.  For a very thorough command and control list, visit the [[Using_Spring]] Page.&lt;br /&gt;
&lt;br /&gt;
===STEP 4: Playing Online - TASClient.exe===&lt;br /&gt;
&lt;br /&gt;
Playing is quite simple.  Just make sure you are connected to the internet, then double-click on the tasclient icon (it may have been put on your desktop, but it will definitely be in your start menu).  Once you are in the client app, you will need to use the options button at the top of the window to set up an account.  From there, just click the little button in the upper left section of the screen to connect to the server.  Assuming your firewalls aren&#039;t excessively paranoid, it will make a noise and you will be put into the main discussion channel.  You can then choose a game from the bottom pane, or chat in the top one.&lt;br /&gt;
&lt;br /&gt;
===STEP 5: Hosting Online - TASClient.exe===&lt;br /&gt;
&lt;br /&gt;
In order to host a game, you must open the &amp;quot;Battle Window&amp;quot; by clicking on the &amp;quot;Battle Screen&amp;quot; button. Once there, you will need to click on the &amp;quot;Host battle&amp;quot; button. The bar at the top defines the amount of players you can have (2-16), next is the game&#039;s name, followed by a dropdown box with a list of your currently installed games, the port the server will host on, and if you wish to lock your server from outsiders - you can also add a password.&lt;br /&gt;
&lt;br /&gt;
You&#039;ve started your game, people joined, and you started it! Great! But, what if once you&#039;re ingame, everyone else&#039;s names stay red for several minutes? That means they were unable to connect to your game. (oh noes) This normally means you have a firewall blocking access to your computer from the outside. Consult http://www.portforward.com/routers.htm if you need to know how to open ports on your router. Choose any game in the list, it doesn&#039;t matter, just be sure to use the port 8452, instead of what the game&#039;s listing says to use.&lt;br /&gt;
&lt;br /&gt;
Holy! A 3D TA game! Don&#039;t just stand/sit there, get out and play it (reporting any bugs you encounter along the way). We need testers, and it can only make the game better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19580</id>
		<title>Weapon Variables</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19580"/>
		<updated>2009-10-31T18:59:53Z</updated>

		<summary type="html">&lt;p&gt;Maackey: added stockpiletime tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
=WeaponType=&lt;br /&gt;
This is a weapon tag! It allows you to bypass the&amp;lt;br&amp;gt;&lt;br /&gt;
engine&#039;s auto detection and force the weapontype.&amp;lt;br&amp;gt; (example weaponType=&amp;quot;StarburstLauncher&amp;quot;)&lt;br /&gt;
&amp;lt;table width=730 border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #41545c; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;WeaponType&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;AircraftBomb (dropped=1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Drops a ballistic projectile (aka Plasma) at the same movement vector as the unit itself. It&#039;s only meant for planes. A plane that has a CBombDropper as its weapon1 is a bomber. The CBombDropper automatically calculates its burst and burstrate tags from its reload time and uses 5 as its reload time instead. It will fire if the first bomb would drop within a circle roughly unitspeed*burst*burstrate so the longer the burst and the faster the unit the larger the circle in which it will drop instead of not firing and hoping the next attack run will pass that circle.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;BeamLaser (beamlaser=1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Should be well known, this thing spawns a beam and does a portion of its total damage each frame. It can&#039;t have a burst or burstrate, it can&#039;t have collidefriendly=0, it can&#039;t be emit-sfxed if it has a beamtime longer than one frame and its damage decreases over range if the minIntensity=1 tag isn&#039;t used. The largebeamlaser tag allows changing the visual effect of the laser, doesn&#039;t affect the behaviour of the weapon itself in any way though. Beamlasers can be really annoying... BTW, their beam doesn&#039;t collide with water so if they&#039;re set to waterweapon=1 they can shoot normally even when underwater.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Cannon (anything that didn&#039;t trigger another weapon)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Aka plasma. Shoots a ballistic projectile. Unlike the DGun it aims properly. Can&#039;t be emit-sfxed properly, maybe a ballistic DGun can fill that role.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;DGun (weaponname contains the word &amp;quot;disintegrator&amp;quot;)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;This shoots a fireball that travels in a straight line. The fireball has no range limitation by itself so if it misses or is fired in FPS mode it will travel across the whole map and further. DGuns don&#039;t properly check their line of fire, if terrain is in the way they fire anyway. These things are meant to be used with noexplode=1 but of course you CAN use them without that, too. If ballistic=1 is set the fireball will be affected by gravity, the weapon won&#039;t compensate for it though so it will hit the ground before reaching the target. Might be useful for a Scorched Earth mod or something since you&#039;d have to aim it manually to hit anything.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;EmgCannon (lineofsight=1 and rendertype=4 and color=2)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Few know about this, it&#039;s a line of sight (i.e. not ballistic) weapon that can use billboard rendering (looks like a sprite). No idea what drawbacks this has, noone ever uses it.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Flame (lineofsight=1 and rendertype=5)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;The flamethrower. A really annoying weapon. AFAIK it won&#039;t even aim ahead of moving targets. Can&#039;t say much else about it since I haven&#039;t tried using it much but overall I&#039;d avoid the weapontype and fake the effect somehow, it&#039;s not pretty when fast and won&#039;t hit jack when slow.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;LaserCannon (lineofsight=1 and either beamweapon=1 or weaponname contains &amp;quot;laser&amp;quot; (marked as &amp;quot;workaround for SWTA))&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;The OTA-style laser. Probably one of the least annoying weapons in the engine. Its length is defined by the duration tag (together with the speed), BTW.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;LightingCannon (sic) (lineofsight=1 and rendertype=7)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;An instant hit weapon like the Beamlaser except with a lightning graphic and even more annoying. It won&#039;t damage shields and it has a hardcoded inaccuracy (comparable to targetMoveError, the code comment is &amp;quot;should make it weaker against air&amp;quot;...). Shares some of the weirdnesses with the beamlaser, e.g. being able to penetrate water.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Melee (only reachable through WeaponType)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;When it fires it simply damages the target, no ifs or buts. It doesn&#039;t use a projectile and doesn&#039;t care about the line of fire. It won&#039;t even report a proper heading and pitch to AimWeapon so if you plan on using it in 75b2 you have to slave it to another weapon to handle the aiming. May be useful to be the damage dealer for a cosmetic weapon, i.e. you slave the Melee to a weapon that does no damage but looks pretty and the Melee does the damage. Kinda like the weapons in Warcraft and so.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;MissileLauncher (lineofsight=1 and smoketrail=1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Shoots a smoke-emitting projectile. It can use acceleration, etc. The projectile&#039;s lifetime depends on range/maxspeed so a slowly accelerating missile will fall short. It can also use trajectoryheight to have the shot arc but that has trouble with aiming at targets higher or lower than the shooter (see bug report, this REALLY could use some fixing). Pretty versatile weapon overall, if the laser rendering code was ported into this we could pretty much axe the LaserCannon completely.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Rifle (only reachable through WeaponType)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;An instant hit weapon but an apparently unmaintained one. It has a hardcoded firing and explosion effect. I wouldn&#039;t use it.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Shield (isShield=1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;The shield. Really not much to say about this, the tags are all documented in the changelog.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;StarburstLauncher(vlaunch=1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Fires a projectile that rises vertically (starts with no velocity) for &amp;lt;weapontimer&amp;gt; seconds, then turns at a fixed rate towards its target. The projectile&#039;s lifetime depends on its range divided by its max speed (ignores acceleration) and the weapontimer somehow so the weapon can fall short depending on how these values are set. This is the only weapon that can properly perform intercepts and be interceptable. Emits a smoketrail.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;TorpedoLauncher (waterweapon=1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Fires a projectile that will behave ballistically out of water and like a missile in water. Since waterweapon=1 is usually set for them they can fire underwater and they will target underwater units. An aircraft carrying a TorpedoLauncher is a special case, the thing turns into a bomb dropper that will spawn a torpedo projectile, probably to get the whole bomber flight behaviour. Note that the waterweapon tag is also used to make a weapon fire underwater, independent of its type.&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;CNoWeapon (weaponname is NOWEAPON, not reachable by any tag)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Apparently a placeholder used when a weapon isn&#039;t present. It&#039;s not really a weapondef but generated when the unit demands a NOWEAPON.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Descriptions=&lt;br /&gt;
&amp;lt;table width=730 border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #41545c; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Accuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How accurate a weapon is.  A larger number is less accurate.  If this tag is missing entirely, it has perfect accuracy unless its target moves unexpectedly or there is another accuracy-effecting tag present (Sprayangle, Targetmoveerror, NovingAccuracy, Wobble).  Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high accuracy value will probably still hit.  If a target is very far away, even a very low accuracy value will likely cause the weapon to miss.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;accuracy=400;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AlwaysVisible&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Ignore LOS handling and always draw the weapon effect. Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;alwaysVisible=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AreaOfEffect&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How large the weapon&#039;s impact explosion is.  This affects how powerful the weapon&#039;s default impulse strength will be.  Currently, BeamLasers with an AreaOfEffect of 16 or above will deform the ground at their point of impact regardless of whether it has been told not to.  Can be any numeric value, but should generally be at least 8, regardless of the type of weapon.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;areaofeffect=192;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AvoidFeature&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;This makes the weapon avoid features while targetting (the shoot will still collide with features). Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;avoidFeature=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AvoidFriendly&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 0 units will not try to avoid friendly units in their line of fire. Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;avoidFriendly=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Ballistic&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated in 77b1 (use gravityAffected)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamDecay&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For BeamLasers, defines the speed of the fadeout (each frame the beam&#039;s intensity is multiplied with that value). Purely visual? Can be between 0 and 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamDecay=0.9;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamLaser&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Used for autodetection of &amp;quot;BeamLaser&amp;quot; weapontypes. You&#039;re probably better off using WeaponType=BeamLaser than this tag.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How long to fire the laser before waiting for ReloadTime to start. Damage is distributed over the duration of the beamtime, and the weapon will aim to hit the target when the beam is in the middle of its beamtime (IE using prediction). Can be any numeric value.  Defaults to 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamtime=0.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamTTL&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For BeamLasers, defines the time (in frames) the beam will stay after being fired. Purely visual. Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamTtl=10;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Used for autodetection of &amp;quot;LaserCannon&amp;quot; weapontypes. You&#039;re probably better off using WeaponType=LaserCannon than this tag.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;BounceRebound&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;The amount of vertical velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;bouncerebound=.8;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;BounceSlip&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;The amount of horizontal velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1&amp;lt;/TD&amp;gt;&lt;br /&gt;
        &amp;lt;TD&amp;gt;bounceslip=.8;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BurnBlow&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The weapon blows up when it reaches the range the target was at when the weapon fired. Only works on plasma (WeaponType=Cannon) weapons and should now work on Missiles.  Can be 1 or 0.  A common usage is on flak guns.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burnblow=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Burst&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How many shots are in a burst.  Must be accompanied by burstrate.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burst=3;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BurstRate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast the Burst fires.  If set much below 0.1, it stops having any discernable effect.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burstrate=0.1&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CameraShake&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much the camera shakes on impact. (needs the cameraShake widget to work). Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;cameraShake=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CanAttackGround&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Determines if you can force-fire the weapon at the ground. Used for stopping exploitation of overshoot and force-firing on cloaked or unseen units, etc. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;canAttackGround=0&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CegTag&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CegTag is the tag that emits a custom explosion every frame for a projectile. Can be used on any weapon to imitate dynamic lighting, smoke, fire, ball lightning, magic and many other things. Enter the name of your effect to make it emit once per frame.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;cegtag=MISSILE_SMOKE_FX;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Color&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Use rgbColor instead.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Color2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Use rgbColor2 instead.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ColorMap&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Only used by flamethrower. Must be a CColorMap type.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;colorMap=1 0 0 1 &amp;amp;nbsp;0 1 0 1;&amp;lt;br&amp;gt;(red to green fade)&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CollideFriendly&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 0 this weapon will not hit friendly units. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;collisionFriendly=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CollisionSize&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Defines the physical size of projectiles, percentage of size for flamethrower and absolute value emg, plasma and laser. Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;collisionSize=30;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CommandFire&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;When ordered to attack ground this weapon will only fire once, rather than continuously. This does not work when ordered to attack units (It will continue to fire until the target is dead). If the unit has CanDgun=1 in its FBI, commandfire will identify that weapon with the dgun button. The weapon wont fire unless the dgun button is pressed. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;commandfire=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CoreThickness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Thickness of the core of a laser (the part which use rgbcolor2).  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;coreThickness=0.25;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Coverage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The area anti-weapon weapons, like antinukes, will protect.  This will be shown on the minimap as a guide if the weapon is stockpile=1.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;coverage=1280;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CraterBoost&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Adds a constant factor to the terraform the explosion does. Can be any numeric value. (default 0)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;craterMult=0.1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CraterMult&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Multiplies with the terraform the explosion does. Can be any numeric value. (default :=impulsFactor)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;craterMult=1.2;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CylinderTargetting&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If greater than 0, range will be checked in a cylinder instead of a sphere:&lt;br /&gt;
half height=unitradius*cylinderTargetting&lt;br /&gt;
Defaults to 1 for Melee type weapons, 0 otherwise. In 0.76b1, does not work with BeamLaser weapons.([http://spring.clan-sy.com/phpbb/viewtopic.php?p=219659#p219659 image])&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;cylinderTargetting=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Dance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For missles, unlike wobble it doesn&#039;t rotate the missile and it prevents the missile from going too far off course so a dancing swarm will remain coherent. Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dance=97;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Dropped&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Sets the weapon to be dropped, like from a bomber.  Needs the Model tag to be specified. Might as well use Weapontype=AircraftBomb? Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dropped=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Duration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Length of the beam of BeamWeapon projectiles. Purely visual. Effected by velocity (faster beam = longer).  Can be any numeric value.  Used for rendertype 0 and 7 weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;duration=.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;DynDamageExp&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Exponent of the range damage formula, 0 (the default) disables dynamic damage. 1 means linear scaling. Only used by BeamLasers and LightingCannons. Can be any numeric value. ([http://spring.clan-sy.com/phpbb/viewtopic.php?p=263438#p263438 image])&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dynDamageExp=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;DynDamageInverted&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Inverts the damage curve (more damage at far range). Only used by BeamLasers and LightingCannons. Can be 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dynDamageInverted=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;DynDamageMin&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Minimum dynamic range damage value. Only used by BeamLasers and LightingCannons. Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dynDamageMin=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;DynDamageRange&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set it will use this value in the dynamic range damage formula instead of the range value from the weapon in the calculation. Only used by BeamLasers and LightingCannons. Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;DynDamageRange=400;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;EdgeEffectiveness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Determines what percent of a weapon&#039;s maximum damage value will be applied to units as they are closer to the outer edge of the weapon&#039;s AreaOfEffect.  Must have a decimal value between 0 and 1.  Default in OTA was 0, probably the same in Spring. ([http://spring.clan-sy.com/phpbb/viewtopic.php?p=251180#p251180 image])&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;edgeEffectiveness=0.25;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;EnergyPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Energy used per shot.  If the specified amount of energy is not available, the weapon will not be able to shoot.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;energypershot=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ExplosionSpeed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Explosion animation(?) speed/time. (only used by BeamLaser and LightingCannon?) default:&lt;br /&gt;
gd=max(30, DefaultDamage/20);&amp;lt;br&amp;gt;&lt;br /&gt;
expSpeed=(8+(gd*2.5))/(9+(sqrt(gd)*.7))/2;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be any numeric value.&lt;br /&gt;
&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;explosionSpeed=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FallOffRate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Rate at which the beamweapon fades out after it goes past its maximum range. 0 is never fade out, 1 is finish fading out exactly at max range, the default 0.5 is the previous behaviour. Purely visual.&lt;br /&gt;
	&amp;lt;TD&amp;gt;FallOffRate=0.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FireStarter&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How likely the weapon will set trees on fire.  High values make trees likey to be set on fire, low values make trees likely to just explode or tip over.  Can be any numeric value between 0 and 100.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;fireStarter=75;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FireSubmersed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set the weapon can fire underwater, if not then not. Use it for weapons that cannot fire underwater but can hit underwater targets. Works even for torpedoes. Can be 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;fireSubmersed=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FixedLauncher&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For missiles, starburst missiles and torpedoes, this makes the projectile spawn with the orientation of the shooting piece instead of their normal orientation. The weapon will not properly check if allies are in the way so make sure you align the launchers in a way that won&#039;t hammer right into your own forces and perhaps use collideFriendly=0. FixedLauncher conflicts with trajectoryHeight and IMO combining them is pointless anyway so don&#039;t use both on a weapon. Can be 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;fixedLauncher=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FlameGFXTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Makes the flamethrower projectile stay alive as a graphical effect (doesnt do any damage) after it has reached maxrange. It is defined in percent, so 1.2 makes it remain 20% beyond maxrange. Can be any numeric value. &lt;br /&gt;
	&amp;lt;TD&amp;gt;flamegfxtime=1.2;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FlightTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For missile weapons, how long before their engines turn off and they fall to the ground (becoming essentially ballistic projectiles). Can cause overshoot exploits if too high, or missiles falling short of their targets if too low. Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;flightTime=10;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;GroundBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weather the weapon projectile will bounce on the ground (on land or the ocean floor). The bounce angle is effected by the slope of the terrain. For non-water weapons, the projectile will still explode if it hits the water. Can be 0 or 1, defaults to 0 (off)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;groundbounce=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Guidance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(does nothing)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;HardStop&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For LaserCannon, defines if the laser effect stops or fades out. Can be 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;hardStop=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;HeightBoostFactor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Gives control of cannon range boost from high terrain (more than 1 means increased range, 0 means the cannon has fixed range regardless of height difference to target. default is a magic value calculated on weapon init, based on range tag and theoretical max range.). Can be any numeric value, including negative ones (&amp;lt;0 := automatically calculated).&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;heightBoostFactor=-1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;HeightMod&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Changes the sphere weapon range into an ellipsis. Values above 1.0 mean the weapon cant shoot as high as it can far, values below 1.0 mean it can shoot higher than it can far. 0.5 means it can shoot twice as heigh as far ([http://spring.clan-sy.com/phpbb/viewtopic.php?p=219659#p219659 image]). Note that this may not work well with beam weapons, as their minIntensity damage drop off over range is not effected. minIntensity=1 will remove the damage dropoff entirely.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;heightMod=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ImpulseBoost&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;A constant factor added on the weapon&#039;s impulsefactor.  Can be any numeric value, including negative ones.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;impulseBoost=0.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ImpulseFactor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The multiplier on the weapon&#039;s default impulsefactor, which is determined based on a weapon&#039;s default damage and AreaOfEffect.  The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact.  Can be any numeric value, including negative ones.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;impulsefactor=2.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Intensity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Alpha (brighness and washout effect) of the weapon.  Can be used on any rendertype 0, 3, or 4 weapon.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;intensity=1.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;InterceptedByShieldType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of shields that can intercept this weapon. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a shield with that digit set to one will intercept this weapon, for instance, the example will result in the weapons being blocked by shields with types 1 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;InterceptedByShieldType=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Interceptor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can intercept missiles with the Targetable (or Cruise?) tag.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;interceptor=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LargeBeamLaser&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1 a beamlaser uses an alternate graphics effect. Can be 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;largeBeamLaser=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LaserFlareSize&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Size of the flare for laser weapons, multiplier for thickness. Can be set to any numeric value. (default: 15)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;laserFlareSize=15;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Leadbonus&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Is multiplied with the unit&#039;s experience and added to the lead limit.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;leadbonus=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LeadLimit&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Limits the maximum distance a unit will lead a target (default is -1 which means infinite).&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;leadLimit=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LineOfSight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is only used to detect the weapontype of ota weapon configs, just set the weapontype manually and dont use it.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LodDistance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Minimum camera distance at which the default beamweapon projectile is simplified to rectangle. Can be set to any numeric value. (default: 1000)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;lodDistance=1000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ManualBombSettings&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For Bombers, use burst and burstrate tags instead of hardcoded values.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;manualBombSettings=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;MetalPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Metal used per shot.  If the specified amount is not available, the weapon cannot be fired.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be set to any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;metalpershot=500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;MinIntensity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Beamlaser damage falls off over its range. MinIntensity determines the minimum amount of damage done. 1=100%, and will thus turn off the damage falloff entirely. Default is 0.4? Can be set to any numeric value?  &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;minIntensity=0.1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Model&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The 3DO or S3O model to be used as this weapon&#039;s physical representation.  3DO modesl do not need a .3do extension, but S3O weapon do.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;model=missile;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;MovingAccuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;A weapon&#039;s accuracy while moving.  See Accuracy.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;movingaccuracy=1000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;MyGravity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For ballistic weapons (Cannon and Bomb), it overrides the map gravity if used. Regular map gravity is around 0.2.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;myGravity=0.2;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;NoExplode&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether or not the weapon will expire on impact or continue. An example is the d-gun. Note that these weapons will do damage every single frame they are inside the hitsphere of an object, underground or under water, massively multiplying their damage. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noexplode=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;NoSelfDamage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;This tag doesnt work. There is a kludgey gadget that can be used in its place. Theoretically, the weapon will not damage the unit that fired it.  For instance, a nuke silo could shoot itself and not take any damage. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noselfdamage=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;NumBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum number of times a weapon will bounce. -1 for infinite. Defaults to -1&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;numbounce=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Paralyzer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP).  The default damage value of a weapon with this active will be applied to the target&#039;s HP; once the HP is overwhelmed, it will be paralyzed.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzer=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ParalyzeTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;On Paralyzer weapons, determines the maximum length of time the target will be paralyzed (In seconds?). The timer is refreshed every time the target is hit by the weapon. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzetime=10;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;PredictBoost&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much should the weapon predict unit speeds (similar to targetMoveError). Default 0 for non-burnblow, 0.5 for burnblow weapons. Can be set to any numerical value (0.0-1.0).&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;predictBoost=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Projectiles&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The weapon fires this many projectiles at once (shotgun style). Make sure you put them on different trajectories somehow (sprayangle or different firepoints) because otherwise they&#039;ll all be clumped in one shot. Works well combined with bursts. Can be set to any integer value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;projectiles=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ProximityPriority&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Acts as a multiplier for the distance to the target in the priority calculation. Note that negative values make weapons prefer distant targets. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;proximityPriority=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;PulseSpeed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;On LargeBeamLaser, how fast the pulsating effect at the beam start is. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;pulseSpeed=15;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Range&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum range of the weapon.  If set to noexplode, the weapon will disappear after this range has been met.  If set to burnblow, the weapon will explode after this range has been met.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;range=750;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ReloadTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of time between shots.  If a unit is paralyzed, this stops counting down.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;reloadtime=3.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Rendertype&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Used for auto detection of ota weapontypes.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color of the rendertype 0, 3, 4, 7 weapon, specified in RED_GREEN_BLUE format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;rgbcolor=1 0.3 1; - this would make evul-purple&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color at the core of a rendertype 0 (laser) weapon.  Specified the same as above.  Defaults to white.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2=0 1 0; - this would make a weird green middle for the evul-purple laser&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ScrollSeed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Only used by LargeBeamLaser. How fast the beam apears to be moving towards it target. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;scrollSeed=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Selfprop&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(does nothing)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Size&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Defines the visible size of projectiles. Can be set to any numerical value. Default size is 2 + min(damage / 400, areaOfEffect / 10).&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;size=10;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SizeGrowth&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Defines how fast flame projectiles will grow in size. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;sizegrowth=0.6;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SmokeTrail&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Does the projectile leave a smoke trail or not.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smoketrail=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundHit&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made whe the weapon hits.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundhit=emghit;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundHitVolume&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can be any numerical value between 0 and 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundhitvolume=0.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundStart&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made when the weapon begins to fire.  Will fire only once if the weapon is shot in a burst.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundstart=emgfire;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundStartVolume&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can be any numerical value between 0 and 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundstartvolume=0.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundTrigger&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will sound every time a shot is fired in a burst sequence.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundtrigger=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SprayAngle&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How wide the the angle of a burst from a burst weapon can be.  Very similar to Accuracy, except that sprayangle effects each projectile in a burst, while Accuracy does not.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;sprayangle=1024;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;StartVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The starting speed of the weapon as it is first fired.  Only applicable to weapons that can accelerate.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;startvelocity=200;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Stockpile&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can this weapon be stockpiled, for instance like a nuke launcher.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;stockpile=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;StockpileTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Time it takes to create one unit of ammunition.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;stockpiletime=10;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SubMissile&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For TorpedoLaunchers, if set to 1 the torpedo will travel outside of water (But still behave like a torpedo, IE, falling with slower gravity etc). It will not emit a smoketrail. When fired from a plane it will behave the same way but the plane will probably be considered a fighter, not a bomber. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;subMissile=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SweepFire&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If 1 (default 0) it will make the weapon continue firing while it aims for a new target. Only works on continous beam lasers currently. Doesnt seem to work very well at all. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SweepFire=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TargeBorder&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If nonzero, targetting units will TryTarget at the edge of collision sphere (radius*tag_value, [-1;1]) instead of its centre. Can be set between -1 and 1. Defaults to 1 for Melee type weapons, 0 otherwise. ([http://spring.clan-sy.com/phpbb/viewtopic.php?p=219659#p219659 image])&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetBorder=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Targetable&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will be automatically targeted by any Interceptor weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetable=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TargetMoveError&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The degree to which a weapon&#039;s aiming will fail to keep up with its target&#039;s movement.  If set very low or not set at all, a weapon will lead its target and almost always hit unless there&#039;s a lot of micromanagement on the part of the person controlling the target.  If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off.  Can probably only be set between 0 and 1.  Beyond 1, the weapon would be virtually useless.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetmoveerror=0.15;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Thickness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Thickness of a beamweapon or beamlaser, default is 2.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;thickness=4;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TileLength&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Only used by LargeBeamLaser. Defines the length before the texture used is repeated (tiled).&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tileLength=4;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ToAirWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will only be capable of targetting units with category=VTOL. Also forbids the weapon from attacking ground. Prettymuch the same as an OnlyTargetCategory + CanAttackGround = 0? Can be set to 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;toairweapon=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tolerance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount to which the weapon&#039;s &amp;quot;real&amp;quot; aim can be off while the weapon will still be able to fire accurately at the target. For some weapons (Fighters, Fixedlaunchers) this only determines in what arc the unit will fire, the weapon is still fired forwards and will miss unless it has tracking. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tolerance=1500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tracks&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If the missile tracks a moving target. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tracks=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TrajectoryHeight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The height of the arc of a missile weapon. It is useful for compensating for mountains or debris. Is relative to the weapons speed (Higher speed, higher arc) and the range the weapon is firing at (Lower range lower arc). Requires Guidance and Turnrate to hit its target when over 1. &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;trajectoryheight=0.8;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Turnrate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast a guided weapon can turn.  Can be any numerical value between 0 and 64000.  If set to 0, the weapon can&#039;t turn at all, if set to 64000, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second.  This is relative to a weapon&#039;s velocity; a weapon with a very low velocity (~200) wouldn&#039;t need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed.  A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly.&lt;br /&gt;
	&amp;lt;TD&amp;gt;turnrate=32000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Turret&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;turret=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TwoPhase&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unused in 76b1 and 77b1!&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;VLaunch&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;depreciated&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Used to autodetect &amp;quot;StarburstLauncher&amp;quot; weapontypes. Might as well use Weapontype=StarburstLauncher.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WaterBounce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weather the weapon projectile will bounce on the surface of the water. Can be 0 or 1, defaults to 0 (off)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;waterbounce=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WaterWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Determines if the weapon can pass through water, fire underwater (though FireSubmersed can change this) and target underwater units. Some weapontypes (Beamlasers, Lightning) can pass through water anyway (players can exploit this with force-firing), but will not auto-fire at underwater targets without this tag. Used for Torpedo weapontype auto-detection, so set the Weapontype manually to use for any other weapon type. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;waterweapon=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WeaponAcceleration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.  Increases the weapon&#039;s velocity every second by the amount specified.  Can be any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponacceleration=50;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WeaponTimer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For StarburstLauncher, how long until the weapon will travel before guidance takes effect. The weapon will turn to actually go towards its target after the specified number of seconds has expired.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weapontimer=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WeaponVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponvelocity=800;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Wobble&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount that a missile will wobble off-course. Requires TurnRate. Turnrate will wrestle with wobble to keep the weapon on course, so wobble must be high enough to compensate to have any effect. Can be set to any numerical value between 0 and 64000.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;wobble=15000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
NOTE: Variables that are defined by either a 1 or a 0 are BOOLEAN, where 1 means TRUE and 0 means FALSE.&lt;br /&gt;
&lt;br /&gt;
NOTE 2: &amp;quot;Any numerical value&amp;quot; for things that relate to angles really means any value between 0 and 64,000 since that&#039;s between 0 and 360 degrees in spring measurement. Setting it higher than 64,000 will bring it &#039;full circle&#039; so to speak.&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Texture Tags=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table width=500 border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #41545c; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt; Weapon &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Used Texture Tags &amp;lt;/th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AircraftBomb&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = projectile&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamLaser&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = beam&amp;lt;br&amp;gt;texture2 = beamend&amp;lt;br&amp;gt;texture3 = flare&amp;lt;br&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Cannon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = projectile&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;EmgCannon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = projectile&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FlameThrower&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = flame&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LargeBeamLaser&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = beam&amp;lt;br&amp;gt;texture2 = beamend&amp;lt;br&amp;gt;texture3 = muzzle&amp;lt;br&amp;gt;texture4 = flare&amp;lt;br&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LaserCannon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = beam&amp;lt;br&amp;gt;texture2 = beamend&amp;lt;br&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LightingCannon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = beam&amp;lt;br&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;MissileLauncher&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = flare&amp;lt;br&amp;gt;texture2 = smoketrail&amp;lt;br&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Shield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = shield&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;StarburstLauncher&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = flare&amp;lt;br&amp;gt;texture2 = smoketrail&amp;lt;br&amp;gt;texture3 = flame&amp;lt;br&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TorpedoLauncher&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;texture1 = projectile&amp;lt;br&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
NOTE: All textures need to be `atlased`. So you have to define them in the &#039;&#039;&#039;resources.tdf&#039;&#039;&#039; and use the reference name in the texture tags.&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cannon (Plasma) Visuals=&lt;br /&gt;
&amp;lt;table width=730 border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #41545c; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AlphaDecay&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much a plasma particle is more transparent than the previous particle. Can be set to any numerical value. (default: 1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AlphaDecay=0.95;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;NoGap&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the distance between plasma particles is proportional to the size of the two particles. If set to 0, the distance between plasma particles will be proportional to the size of the first particle.&lt;br /&gt;
Can be set to 1 or 0. (default: 1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;NoGap=0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Separation&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Distance between each plasma particle.  Can be set to any number value. (default: 1)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Separation=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SizeDecay&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much a plasma particle is smaller than the previous within the same plasma shot. Can be set to any numerical value. (default: 0)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SizeDecay=0.2;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Stages&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Number of particles used in one plasma shot.  Can be set to any number value. (default: 5)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Stages=20;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Shield/Repulsor Descriptions=&lt;br /&gt;
&amp;lt;table width=730 border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #41545c; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ExteriorShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not have any effect on weapons fired from within its field.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;exteriorshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;IsShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, this &amp;quot;weapon&amp;quot; is no longer a weapon, is now a repulsor or a shield, based on the other properties given to it.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;isshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldAlpha&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How clearly visible the shield is, if you have VisibleShield turned on.  Value is between 0 and 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldalpha=0.4;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldEnergyUse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of energy used to repulse or destroy weapons.  Will be used constantly while the weapon is in its area of effect if it is a repulsor, will be used only once on impact if it is a shield.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldenergyuse=1500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldForce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The force applied to weapons, an arbitrary number.  Set to 1, it will not deflect very well.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldforce=1.75;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldBadColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 0% strength, if you have VisibleShield turned on.  Defined in R G B format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldbadcolor=0 1 0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldGoodColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 100% strength, if you have VisibleShield turned on.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldgoodcolor=1 0 0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldInterceptType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of weapons that this shield can intercept. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a weapon with that digit set to one will be intercepted by this shield, for instance, the example will result in the shield blocking weapons with types 2 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldInterceptType=6;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldMaxSpeed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum speed the repulsor will push weapons away at.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldmaxspeed=400;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldPower&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much &amp;quot;power&amp;quot; a shield can store.  &amp;quot;Power&amp;quot; is not the same as energy; think of it as the shield/repulsor&#039;s private battery source.  It can be drained completely by defending against weapons, even if you have lots of energy.  &#039;&#039;Power is drained by the affected weapons damage.&#039;&#039;  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpower=1000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldPowerRegen&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How quickly the shield regenerates its &amp;quot;power&amp;quot;, even when under attack.  Regenerates the amount specified every second.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregen=25;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldPowerRegenEnergy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much energy is required to keep the shield regenerating its &amp;quot;power&amp;quot;.  For instance, you might have it set so that 100 units of energy are necessary for every 25 units of &amp;quot;power&amp;quot;.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregenenergy=100;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldRadius&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Defines the size of the area the shield/repulsor protects.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldradius=500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldRepulsor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the &amp;quot;shield&amp;quot;-type weapon will repulse projectiles.  If set to 0, it will destroy them.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldrepulsor=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldStartingPower&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set the shield starts with this much power instead of 0.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldStartingPower=100;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SmartShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not affect owned/allied weapons.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smartshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;VisibleShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield will be visible.  Only for use on shield-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;VisibleShieldHitFrames&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Numbers of frames how long the shield should be visible after it got hit (the alpha value fades after the hit).  Can be set to any numerical value. (default: 0 frames)&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleShieldHitFrames=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;VisibleShieldRepulse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the repulsing effect will be visible.  Only for use on repulsor-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshieldrepulse=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[category:Shields]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Linux&amp;diff=3341</id>
		<title>Building Spring on Linux</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Linux&amp;diff=3341"/>
		<updated>2009-10-08T19:05:18Z</updated>

		<summary type="html">&lt;p&gt;Maackey: /* Debian */ updated boost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Build From Source on Linux =&lt;br /&gt;
If prefer to use your distributions package system, refer to the Linux [[SetupGuide]].&lt;br /&gt;
&lt;br /&gt;
If there is no package tailored for your distribution, you have to install from sources manually. Doing this for distributions where packages are available is not recommended.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: #f44&amp;quot;&amp;gt;&#039;&#039;&#039;Warning: Be carefull when building from source. You might encounter sync errors in online play if you are using special compilers (all GCC from the 4.x series should be safe) or unstandard compiler settings (be carefull about -march)!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Obtaining the Source ==&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
= Get Dependencies =&lt;br /&gt;
&lt;br /&gt;
You will need to install some development packages Spring depends on. These vary from distro to distro and may also depend on your specific configuration.&lt;br /&gt;
&lt;br /&gt;
If your distributions is not listed below, you should be able to figure out the correct package names from this. The scons configure will whine if you forget something, but it does not check if you remembered to install zip, even though you still need it.&lt;br /&gt;
&lt;br /&gt;
== Full list ==&lt;br /&gt;
* Programs necessary to build&lt;br /&gt;
** cmake (or scons)&lt;br /&gt;
** 7zip (aka p7zip (package &#039;p7zip-full&#039; on Ubuntu))&lt;br /&gt;
** The usual build toolchain&lt;br /&gt;
*** gcc&lt;br /&gt;
*** make&lt;br /&gt;
* Libraries&lt;br /&gt;
** SDL&lt;br /&gt;
** boost (version 1.35 or later)&lt;br /&gt;
*** threads&lt;br /&gt;
*** regex&lt;br /&gt;
*** signals&lt;br /&gt;
*** system&lt;br /&gt;
** DeviL (IL, ILU)&lt;br /&gt;
** OpenAL (openal-soft, older openal-0.0.8 does not work)&lt;br /&gt;
** OpenGL headers (mesa, glew, etc.)&lt;br /&gt;
** zlib&lt;br /&gt;
** freetype&lt;br /&gt;
** ogg,vorbis and vorbisfile&lt;br /&gt;
* Optional, for bindings and Ais&lt;br /&gt;
** Python (2.5)&lt;br /&gt;
** Java-SDK&lt;br /&gt;
&lt;br /&gt;
== Debian ==&lt;br /&gt;
&lt;br /&gt;
For Etch (debian 4.0 stable) and Sid (debian unstable), I&#039;ve confirmed the&lt;br /&gt;
following to be the minimal set that is necessary to get. This works with Ubuntu 8.10, too.&lt;br /&gt;
The version of spring from git repository depends on boost at least version 1.35.* (if your distro is behind you can try [https://launchpad.net/~pgquiles/+archive/ppa some unofficial backports]) and won&#039;t work on lower versions. &lt;br /&gt;
&lt;br /&gt;
Also, on 64-bit be sure to build against devIl 1.6.8-rc2 or higher, 1.6.7 has a bug in the PNG loading code that causes issues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo aptitude install build-essential zlib1g-dev libfreetype6-dev&lt;br /&gt;
sudo aptitude install libsdl1.2-dev libopenal-dev libglew-dev zip&lt;br /&gt;
sudo aptitude install libvorbis-dev libxcursor-dev libdevil-dev&lt;br /&gt;
sudo aptitude install libboost-system1.37-dev libboost-system1.37-thread-dev&lt;br /&gt;
sudo aptitude install libboost-system1.37-regex-dev &lt;br /&gt;
sudo aptitude install libboost-system1.37-serialization-dev&lt;br /&gt;
sudo aptitude install libboost-system1.37-program-options-dev&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and either scons and python2.5-dev or cmake, depending on what you use for building (I advise to use cmake).  On debian 5.0 (lenny), libglew1.5-dev is required as well.&lt;br /&gt;
&lt;br /&gt;
== Gentoo ==&lt;br /&gt;
This has been tested to work with a clean install of gentoo 2008.0:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
emerge cmake \&amp;gt;=media-libs/freetype-2.0.0 \&amp;gt;=media-libs/libsdl-1.2.0&lt;br /&gt;
emerge media-libs/openal media-libs/glew dev-libs/boost&lt;br /&gt;
emerge app-arch/zip media-libs/libogg&lt;br /&gt;
USE=&amp;quot;png jpg tiff opengl&amp;quot; emerge media-libs/devil &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fedora ==&lt;br /&gt;
&lt;br /&gt;
On Fedora 8, these dependencies should be sufficient:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
yum install cmake boost-devel openal-devel SDL-devel \&lt;br /&gt;
DevIL-devel glew-devel libvorbis-devel &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slackware ==&lt;br /&gt;
&lt;br /&gt;
On Slackware 13, cmake, ogg vorbis, boost, glew and SDL already come with the full regular install, both libs and headers. Also [http://slackbuilds.org/ here] you will find helper scripts to easily compile and package DEvIL, openAL and spring itself.&lt;br /&gt;
&lt;br /&gt;
= Build And Install =&lt;br /&gt;
&lt;br /&gt;
== Using CMake (2.6 or newer) ==&lt;br /&gt;
Configure and build:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
cmake .&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Install:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your paths are: Spring executable in &amp;lt;code&amp;gt;/usr/local/bin/spring&amp;lt;/code&amp;gt; and&lt;br /&gt;
read-only data in &amp;lt;code&amp;gt;/usr/local/share/games/spring&amp;lt;/code&amp;gt;. If you want &amp;lt;code&amp;gt;/usr&amp;lt;/code&amp;gt; prefix instead &amp;lt;code&amp;gt;/usr/local&amp;lt;/code&amp;gt; do the compilation in this way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
cmake -DCMAKE_INSTALL_PREFIX=/usr .&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And install as shown previously&lt;br /&gt;
&lt;br /&gt;
== Using Scons ==&lt;br /&gt;
Configure and build:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scons configure&lt;br /&gt;
scons&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Install:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scons install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Finalizing_linux_install}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Troubleshooting_linux}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=8881</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=8881"/>
		<updated>2009-08-08T18:26:55Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Games&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[http://www.moddb.com/games/pure P.U.R.E.]==&lt;br /&gt;
A game based on a completely original IP, allowing players to participate in the epic, galaxy-spanning conflict between the human Resistance forces and the malevolent A.I. known as &#039;The Overmind&#039; &lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[[Gundam RTS]]==&lt;br /&gt;
Set during the One-Year War in the Universal Century timeline of the Gundam Metaseries, Gundam RTS features fast, intense mech combat gameplay in a truly Gundam style.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[http://www.imperialwinter.com Star Wars: Imperial Winter]==&lt;br /&gt;
[[Image:Imperial Winter assault.jpg|200px|left|]]&lt;br /&gt;
A Star Wars themed game set in the troubled post-Return of the Jedi era, SW:IW features over a hundred units for the fractured Galactic Empire and Rebel Alliance fighting for control of the galaxy.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[http://www.evolutionrts.info Evolution RTS]==&lt;br /&gt;
[[Image:EvoRTS screenshot.jpg|200px|left|]]&lt;br /&gt;
A new breed of Game for Spring. Prepare to engage in a war that changes every week, with objective based missions, evolving units, fast paced combat and a compelling plot line that YOU alter with every mission! &lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[http://www.spring1944.com Spring: 1944]==&lt;br /&gt;
[[Image:S44_tigers.jpg|200px|left|]]&lt;br /&gt;
Spring:1944 is a WWII themed game based on the open source Spring Engine, with a goal is to create four fully functional sides (US, Germany, USSR, Britain) with period-accurate units and strengths. Realism is a primary design goal, second only to creating a game that is fun and accessible to play.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[[Kernel Panic]]==&lt;br /&gt;
A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! Unlike other real time strategy games, no resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[[Expand_and_Exterminate|Expand and Exterminate]]==&lt;br /&gt;
An original IP game loosely based around the Earth 2150 series of games.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[[Complete Annihilation]]==&lt;br /&gt;
[[Image:Pyro.jpg|200px|left|]]&lt;br /&gt;
CA is a regularly updated game that is often regarded as a showcase of what the Spring Engine can do. The game is designed with a flat tech tree, where the effectiveness of a unit is based on its appropriateness to the situation rather than lighter units being superseded by heavier ones.&lt;br /&gt;
Although CA is a game that uses OTA content, it is currently working towards being TA-IP free.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[[NOTA]]==&lt;br /&gt;
[[Image:Nota2nukes.jpg|200px|left|]]&lt;br /&gt;
Not Original Total Annihilation is a rethink of the Total Annihilation universe but completely different gameplay from OTA, focusing on a strategic base oriented play. Huge battles erupt engaging hundreds of units and scores of unit types. NOTA is the author for a completely rethought air and sea gameplay forcing participation in all elements of the battle field if the tide of conflict is to be your decision. &lt;br /&gt;
&amp;lt;b&amp;gt;If you like complex warfare this is Your Mod.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[[XTA]]==&lt;br /&gt;
Originally developed as a Total Annihilation mod by the Swedish Yankspankers, XTA is the Original Public Mod released with first versions of Spring. Development of this mod by the SYs has stopped a while ago, but it is still played and actively developed by the community .&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
==[[Balanced Annihilation]]==&lt;br /&gt;
A popular, highly balanced mod based on the late, immensely popular mod Absolute Annihilation. BA is designed for competitive 1v1 gameplay but is also perfectly suited for larger team games.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= More Mods and Games =&lt;br /&gt;
[http://spring.clan-sy.com/wiki/Mods Old Mods Wiki Page]&lt;br /&gt;
&lt;br /&gt;
An older list with More mods and games. Some may not be up to date with the latest spring version.&lt;br /&gt;
&lt;br /&gt;
= Installing Games/Mods in Spring =&lt;br /&gt;
&lt;br /&gt;
Most often the Game or Mod content will go in the mod folder if the mod packages are more complex than a simple mod file they will come with instructions.&lt;br /&gt;
&lt;br /&gt;
For help getting started Click &#039;&#039;&#039;[[FAQ|Help]]&#039;&#039;&#039;.&lt;br /&gt;
= Game Development =&lt;br /&gt;
&lt;br /&gt;
For information on creating games for the Spring engine, see the [[Mod Development]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Pyro.jpg&amp;diff=21986</id>
		<title>File:Pyro.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Pyro.jpg&amp;diff=21986"/>
		<updated>2009-08-08T18:25:39Z</updated>

		<summary type="html">&lt;p&gt;Maackey: Dramatic shot of the new Pyro Flamethrower Unit in CA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dramatic shot of the new Pyro Flamethrower Unit in CA&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7967</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7967"/>
		<updated>2009-08-08T18:03:48Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &amp;quot;Servo&amp;quot; file is deleted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
*[[Mod Development]]&lt;br /&gt;
*[[Mod specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://spring.clan-sy.com/phpbb/viewtopic.php?t=6015 What do I need to create a mod]&lt;br /&gt;
*[[Simple Mod Tutorial]]&lt;br /&gt;
*[[Freely available and reusable content|Freely available and reusable content/games/mods]]&lt;br /&gt;
*[[tools &amp;amp; software for make :map mod unit]]&lt;br /&gt;
&lt;br /&gt;
==Unit Development==&lt;br /&gt;
====Automated Mod Creation====&lt;br /&gt;
* [[TA2Spring]] - Automatically adds and converts Total Annihilation unit packs (.ufo files, etc..) into Spring mods (requires a base modification for the game rules, XTA is recommended)&lt;br /&gt;
====Models - s3o Files====&lt;br /&gt;
*[http://user.supradigital.org/jcnossen/UpspringInstaller-1.54-EulerAngles.exe UpSpring, our second-gen import / export / rigging / animation tool.]&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures].&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [[Simple Mod Tutorial]]&lt;br /&gt;
* [[Units:CreateModel|UV Mapping in Wings3D]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12354 Saving polygons in Wings3d Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10947 Greeble Tutorial 1]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12356 Greeble Tutorial 2]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?p=75495 various things about unit making. (Also contains an illustrated alpha-channel tut)]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=15106 Argh&#039;s UpSpring Easy Workflow Guide]&lt;br /&gt;
* [[Trouble-shooting s3o units]]&lt;br /&gt;
&lt;br /&gt;
====Models - 3do Files====&lt;br /&gt;
outdated model format used by OTA&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: UpSpring has some problems with empty objects and groundplates)&lt;br /&gt;
*use [http://spring.clan-sy.com/phpbb/viewtopic.php?f=12&amp;amp;t=7208&amp;amp;p=126129&amp;amp;hilit=upspring#p126129 UpSpring] and [http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=305 3doBuilder] to edit those files&lt;br /&gt;
&lt;br /&gt;
====Scripting and Animation - COB/BOS Files====&lt;br /&gt;
To edit those you need a program/compiler. The most famous one is [http://jobjol.nl/1384 Scriptor]&lt;br /&gt;
*[[COB_Examples]]&lt;br /&gt;
*[[COB_Overview]]&lt;br /&gt;
*[[COB_Animation]]&lt;br /&gt;
*[[COB_Callins]]&lt;br /&gt;
*[[COB_Constants]]&lt;br /&gt;
*[[COB_Threads]]&lt;br /&gt;
*[[COB_HitByWeaponID]]&lt;br /&gt;
*[http://www.planetannihilation.com/tadc/tut_unit_01_1.asp PlanetAnnihilation] has a nice tutorial&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
*[[CEG_For_Units|Mod Development:Calling basic CEGs from COB]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
&lt;br /&gt;
====Units - FBI Files====&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variable datatype list)]]&lt;br /&gt;
*[[Unit_Categories]]&lt;br /&gt;
&lt;br /&gt;
====Weapons - TDF Files====&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Weapons]] : Various informations about the weapontypes (uncompleted)&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Weapon datatype list]] : All weapon variables min/max/default values and datatypes listed.&lt;br /&gt;
*[[Weapons:Antinukes]]: All about antinukes.&lt;br /&gt;
&lt;br /&gt;
====Explosions====&lt;br /&gt;
*[[CEG_Overview]]&lt;br /&gt;
*[[CEG_Calls]]&lt;br /&gt;
*[[CEG_Format]]&lt;br /&gt;
*[[CEG_Classes]]&lt;br /&gt;
*[[CEG_Operators]]&lt;br /&gt;
*[[CEG_Miscellaneous]]&lt;br /&gt;
*[[CustomExplosionGenerators|Old CEG page]]&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:SideData TDF]]&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:FlankingBonus]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=General_Resources&amp;diff=9282</id>
		<title>General Resources</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=General_Resources&amp;diff=9282"/>
		<updated>2009-06-01T06:08:23Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Textures===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7093&amp;amp;start=0 Texture Competition 0001 - Metal]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7188&amp;amp;start=0 Texture Competition 0002 - Camo]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7731 Texture Competition 0003 - Stone/Concrete]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.cgtextures.com/ CG Textures]&lt;br /&gt;
&lt;br /&gt;
===Code===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7457 GPL Code Repository]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6569&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 The Millionth Monkey Gets Its Typewriter - Movement Optimization]&lt;br /&gt;
&lt;br /&gt;
===Sounds===&lt;br /&gt;
[http://freesound.iua.upf.edu/ Freesound] contains high amount of samples even complete ones that are uploaded by users and licensed under &amp;quot;Creative Commons License&amp;quot;, which in short - &amp;quot;If you use the files you need to attribute the creator of the file (i.e. say who made it).&amp;quot; [http://creativecommons.org/licenses/sampling+/1.0/ Creative Commons License]&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?t=4047 Compilation List of Features for Maps]&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
[http://planet-wars.eu/ModelBase/Units.aspx Model Base]&lt;br /&gt;
&lt;br /&gt;
[http://cremuss.free.fr/web/ FODB - Free Object Data Base]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2892</id>
		<title>Basic s3o unit making guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2892"/>
		<updated>2009-05-27T02:35:00Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need:==&lt;br /&gt;
&lt;br /&gt;
*The Model&lt;br /&gt;
*The UV map&lt;br /&gt;
*The Textures&lt;br /&gt;
*The Script&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2317 UpSpring]&lt;br /&gt;
&lt;br /&gt;
== The Model ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make it in any of the 3d modelling programs mentioned [http://taspring.clan-sy.com/wiki/Map%2C_Mod%2C_And_Unit_Development_Programs#3d_Modeling here.]&lt;br /&gt;
&lt;br /&gt;
Upspring will import .OBJ, and .3DS, (.3DO is supported as well but we are supposed to be working from scratch here and not converting old units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Importing 3DS files will have some sort of hierarchy, but with all pieces at the same level you will have to re-arrange them into the correct order using cut-paste commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If I&#039;m not mistaken, .OBJ files don&#039;t have hierarchy, so there is no distinction between parts of the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for using this format you must save each part of the unit in separate files and import them individually from UpSpring. You must have at least one existing object to import to, so create an &amp;quot;empty&amp;quot; object if needed, then import the pieces following the hierarchy, or you can manually arrange them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For moving object origins, move part using the move tool, and then use &amp;quot;Apply transformation&amp;quot; button in object tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the saved .S3O file in the &amp;quot;Objects3D&amp;quot; folder in your mod structure files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;All part names in s3o must be in lower case in UpSpring.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will avoid issues with the script.&lt;br /&gt;
&lt;br /&gt;
== The UV map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only one UV map image is allowed, so you must make all parts use the same UV map.&lt;br /&gt;
&lt;br /&gt;
It&#039;s reported that the biggest texture size of the UV map is 2048x2048.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A guide on Skinning (UV mapping) can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3511 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by TA 3D:&#039;&#039;&#039; When you want to bring in UV coordinates, go to the Texture Mapping menu again and click on Import UV coordinates from model. Since the texture is flipped vertically you have to flip the UV coordinates. Only use 3ds files for this as obj files don&#039;t have UV coordinates. I hope this helps.&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by Mehere101:&#039;&#039;&#039; This may be out of date, using Blender 2.42 RC3 I can get UV coordinates exported into the OBJ file.  Make sure that you are exporting to Wavefront OBJ, and that whatever exporter you have has the UV Mapping Box checked (In blender its off by default for some reason)&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can import .3DS models already UV mapped into UpSpring.&lt;br /&gt;
&lt;br /&gt;
(But in my tests the UV map results incorrectly displayed, please fix this part if you know how to do it right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way of making the UV map is importing the model first to UpSpring, either by using one .3DS file or the separate .OBJ files method.&lt;br /&gt;
&lt;br /&gt;
Once you have the model imported and in the right place, use &amp;quot;Export Model for UV mapping&amp;quot; in UpSpring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then UV map that .OBJ file with whatever UV mapping tool of your liking, save, and then import back the UV using the &amp;quot;load UV map from file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Textures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quote&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are two textures for each model, texture1 is the standard skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(In The GIMP, what is texture will show completely black, and what is teamcolor will show transparent, showing the texture under the alpha. Which is a bit awkward if you ask me.. as you wont be able to see what is supposed to be texture, but what wont. buh!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The value of the alpha will blend with the texture, so you can make cool teamcolor/texture transitions ;) .&lt;br /&gt;
&lt;br /&gt;
(I&#039;ve tested DDS format several times in The GIMP, using the export plugin, and have not been able to make these files work so far. Hopefully someone can add more information on this.). &#039;&#039;&#039;**Edit: I will do some digging to find out what the exact formats are that DDS is supposed to be saved as. TA 3D**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UpSpring 1.3 has a built it texture builder that works great. Use bmps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by TA 3D:&#039;&#039;&#039; Spring will use TGA  and PNG files, but if you want the textures to work better and run more efficiently, use DDS files which is a native image format for videocards made by Nvidia. It works on any videocard, not just Nvidia&#039;s cards.&lt;br /&gt;
NOTE: UpSpring makes the files flipped vertically so you will have to flip the UV coordinates in UpSpring. &#039;&#039;&#039;Do not use any other format for making DDS files with UpSpring than bmp otherwise you will have problems. If you use anything else the alpha channel will screw it up. Note: The following images are png to conserve bandwith.&#039;&#039;&#039;&lt;br /&gt;
Here&#039;s an example of a DDS file I made for a model recently.&lt;br /&gt;
Texture 1 Texture and Team color:&lt;br /&gt;
Texture RGB-channels of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.majhost.com/gallery/3dbricks/TASPRING/fc1.png&lt;br /&gt;
&lt;br /&gt;
Team color-the alpha channel of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.majhost.com/gallery/3dbricks/TASPRING/fc2.png&lt;br /&gt;
&lt;br /&gt;
Texture 2 Reflectivity and Illumination:&lt;br /&gt;
Reflection green-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.majhost.com/gallery/3dbricks/TASPRING/fc3.png&lt;br /&gt;
&lt;br /&gt;
Illumination red-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.majhost.com/gallery/3dbricks/TASPRING/fc4.png&lt;br /&gt;
&lt;br /&gt;
Upspring can make dds files using the S3O Texture Builder option under the Texture menu.&lt;br /&gt;
&lt;br /&gt;
http://www.majhost.com/gallery/3dbricks/TASPRING/menu.png&lt;br /&gt;
&lt;br /&gt;
Making the first dds file.&lt;br /&gt;
&lt;br /&gt;
http://www.majhost.com/gallery/3dbricks/TASPRING/texture_builder.png&lt;br /&gt;
&lt;br /&gt;
And making the second.&lt;br /&gt;
&lt;br /&gt;
http://www.majhost.com/gallery/3dbricks/TASPRING/texture_builder2.png&lt;br /&gt;
&lt;br /&gt;
When you want to bring in UV coordinates, go to the Texture Mapping menu again and click on Import UV coordinates from model. Since the texture is flipped vertically you have to flip the UV coordinates. If the Team color doesn&#039;t work try inverting the the Team color image using the invert box. I hope this helps. As soon as I have a working model, then I will post a pic of the above textures applied to it.&#039;&#039;&#039;**&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the finished files in &amp;quot;unittextures&amp;quot; folder inside your mod structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
some other words on the textures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;alpha is a greyscale... black = no team color, white = all team colour... because Photoshop is dumb stick to 1% balck or 99% black... anything in between is &amp;quot;blended&amp;quot;... like transparency in the team colour mapped over the main texture...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common script, see other wiki resources for information on what is new/changed in spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The unit FBI file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this file goes the usual information, plus one change:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the usual&lt;br /&gt;
	Objectname=UNITNAME;&lt;br /&gt;
&lt;br /&gt;
must be &lt;br /&gt;
	Objectname=UNITNAME&#039;&#039;&#039;.s3o&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
== Common Troubles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The unit doesn&#039;t show up in game, although the &amp;quot;.give unitname&amp;quot; will work and you can see the selected base.&lt;br /&gt;
&lt;br /&gt;
This is caused because the unit is underground. In the Model tab you must give your unit a center, collision sphere radius and heigth in UpSpring, you can use &amp;quot;estimate&amp;quot; which shall be fine.&lt;br /&gt;
&lt;br /&gt;
*The unit texture is all black in game!&lt;br /&gt;
&lt;br /&gt;
Read the texture section here. 3DOs cant be UV textured. Use .TGA format. Don&#039;t forget alpha.&lt;br /&gt;
&lt;br /&gt;
*The UV seems wrong in game..&lt;br /&gt;
&lt;br /&gt;
Flip the UV. In UpSpring go to, Texture Mapping&amp;gt;Show UV Maps, then, edit&amp;gt;Flip UVs.&lt;br /&gt;
&lt;br /&gt;
*I get a &amp;quot;missing part&amp;quot; error, and the unit doesn&#039;t aim turrets or animate as indicated in the script.&lt;br /&gt;
&lt;br /&gt;
See last lines in The Model part.&lt;br /&gt;
&lt;br /&gt;
== Related Threads ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3766]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4536 Complementary information]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Credits&lt;br /&gt;
&lt;br /&gt;
Its all stolen from the above threads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extra notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Texture filename can be anything; you allocate the texture to the model when you save it as a .s3o object&lt;br /&gt;
&lt;br /&gt;
Object filename can be anything; the unit fbi/lua file you allocate which model to use. &lt;br /&gt;
&lt;br /&gt;
Script filename must be the same name as the unit fbi/lua filename&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the fbi/lua file:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
unitname is the name game refers to. ie. the one you type in the console to /give the unit.&lt;br /&gt;
&lt;br /&gt;
name is the name that players will see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7966</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7966"/>
		<updated>2009-05-02T22:23:40Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
*[[Mod Development]]&lt;br /&gt;
*[[Mod specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://spring.clan-sy.com/phpbb/viewtopic.php?t=6015 What do I need to create a mod]&lt;br /&gt;
*[[Simple Mod Tutorial]]&lt;br /&gt;
*[[Freely available and reusable content|Freely available and reusable content/games/mods]]&lt;br /&gt;
*[[tools &amp;amp; software for make :map mod unit]]&lt;br /&gt;
&lt;br /&gt;
==Unit Development==&lt;br /&gt;
====Automated Mod Creation====&lt;br /&gt;
* [[TA2Spring]] - Automatically adds and converts Total Annihilation unit packs (.ufo files, etc..) into Spring mods (requires a base modification for the game rules, XTA is recommended)&lt;br /&gt;
====Models - s3o Files====&lt;br /&gt;
*[http://user.supradigital.org/jcnossen/UpspringInstaller-1.54-EulerAngles.exe UpSpring, our second-gen import / export / rigging / animation tool.]&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures].&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [[Simple Mod Tutorial]]&lt;br /&gt;
* [[Units:CreateModel|UV Mapping in Wings3D]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12354 Saving polygons in Wings3d Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10947 Greeble Tutorial 1]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=12356 Greeble Tutorial 2]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?p=75495 various things about unit making. (Also contains an illustrated alpha-channel tut)]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?f=9&amp;amp;t=15106 Argh&#039;s UpSpring Easy Workflow Guide]&lt;br /&gt;
* [[Trouble-shooting s3o units]]&lt;br /&gt;
&lt;br /&gt;
====Models - 3do Files====&lt;br /&gt;
outdated model format used by OTA&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: UpSpring has some problems with empty objects and groundplates)&lt;br /&gt;
*use [http://spring.clan-sy.com/phpbb/viewtopic.php?f=12&amp;amp;t=7208&amp;amp;p=126129&amp;amp;hilit=upspring#p126129 UpSpring] and [http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=305 3doBuilder] to edit those files&lt;br /&gt;
&lt;br /&gt;
====Scripting and Animation - COB/BOS Files====&lt;br /&gt;
To edit those you need a program/compiler. The most famous one is Scriptor http://jobjol.nl/1384&lt;br /&gt;
*[[Units0:.bos ]] some examples&lt;br /&gt;
*[[COB_Overview]]&lt;br /&gt;
*[[COB_Animation]]&lt;br /&gt;
*[[COB_Callins]]&lt;br /&gt;
*[[COB_Constants]]&lt;br /&gt;
*[[COB_Threads]]&lt;br /&gt;
*[[COB_HitByWeaponID]]&lt;br /&gt;
*[http://www.planetannihilation.com/tadc/tut_unit_01_1.asp PlanetAnnihilation] has a nice tutorial&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
*[[CEG_For_Units|Mod Development:Calling basic CEGs from COB]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;servo&#039;&#039;&#039; write skeleton position is not a complete tool;&lt;br /&gt;
&#039;&#039;&#039;servo&#039;&#039;&#039; is mandatory for make complex move :not orthonal; &lt;br /&gt;
&#039;&#039;&#039;servo&#039;&#039;&#039; is only an helper ,same a office suite for write .fbi .tdf ,but dont teach yu or made the work itself; &lt;br /&gt;
&#039;&#039;&#039;servo&#039;&#039;&#039; is a bit wrong but seems usefull;&lt;br /&gt;
that help if yu mastering the .bos &lt;br /&gt;
 &#039;&#039;understand&#039;&#039; : with &#039;&#039;&#039;servo&#039;&#039;&#039; yu mov a leg and set a flag that write the position in a .bos but its &amp;quot;move now&amp;quot; that isnt a clean usage!&lt;br /&gt;
 yu need to rewrite all with accelerate and speed synthax and just keep the coordiantes;&lt;br /&gt;
 because if not yur legs go instanly at the followong position and than yu will need a smothanim=1;(in .fbi)&lt;br /&gt;
 but it is a kind of antialiasing that load the gpu (i think so but maybe its false);&lt;br /&gt;
dowload here : &lt;br /&gt;
http://www.speedyshare.com/504293933.html&lt;br /&gt;
&lt;br /&gt;
====Units - FBI Files====&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variable datatype list)]]&lt;br /&gt;
*[[Unit_Categories]]&lt;br /&gt;
&lt;br /&gt;
====Weapons - TDF Files====&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Weapons]] : Various informations about the weapontypes (uncompleted)&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Weapon datatype list]] : All weapon variables min/max/default values and datatypes listed.&lt;br /&gt;
*[[Weapons:Antinukes]]: All about antinukes.&lt;br /&gt;
&lt;br /&gt;
====Explosions====&lt;br /&gt;
*[[CEG_Overview]]&lt;br /&gt;
*[[CEG_Calls]]&lt;br /&gt;
*[[CEG_Format]]&lt;br /&gt;
*[[CEG_Classes]]&lt;br /&gt;
*[[CEG_Operators]]&lt;br /&gt;
*[[CEG_Miscellaneous]]&lt;br /&gt;
*[[CustomExplosionGenerators|Old CEG page]]&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:SideData TDF]]&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:FlankingBonus]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Complete_Annihilation&amp;diff=5110</id>
		<title>Complete Annihilation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Complete_Annihilation&amp;diff=5110"/>
		<updated>2009-03-03T22:29:06Z</updated>

		<summary type="html">&lt;p&gt;Maackey: some pictures and features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
[http://trac.caspring.org/wiki/ Complete Annihilation] is generally the second most played mod in Spring. It has an active playerbase and while it is still under development, it is kept fully playable. It traces its heritage to Total Annihilation, however, &#039;&#039;CA is not OTA&#039;&#039;. It is gradually moving away from OTA, replacing the copyrighted models and textures with open-source ones while shifting change the gameplay dramatically. CA aims to be a dynamic, action-packed, hassle-free game, full of clever strategies and constantly moving combat.&lt;br /&gt;
&lt;br /&gt;
[http://trac.caspring.org/wiki/CaIntro Click here for a more detailed introduction]&lt;br /&gt;
&lt;br /&gt;
== Design goals ==&lt;br /&gt;
*A large range of viable tactics.&lt;br /&gt;
*Larger emphasis on unit decisions/selections and their micromanagement.&lt;br /&gt;
*Less emphasis on economy micromanagement.&lt;br /&gt;
*All units situationally useful throughout the game (there is no unit redundancy, heavy and light units work together on the battlefield).&lt;br /&gt;
*Superior graphics and appearance.&lt;br /&gt;
*Powerfull LUA GUI enhancements to free your hands and allow players to focus on tactical decisions (air transports automatically ferry units from factories, units can be set to autoretreat when damaged etc.).&lt;br /&gt;
*Faster and more demanding gameplay (units move faster and unit selection is more important).&lt;br /&gt;
*Unit differences achieved using game dynamics and not using special hidden damages/armor classes.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
*Commander Boost - No more boring wait for your commander to build your initial factory.&lt;br /&gt;
*A slew of helpful widgets to ease management of your mighty robot empire. Some examples:&lt;br /&gt;
 - Area Mex: A constructor will automatically attempt to place mexes on any available spots in the selected area.&lt;br /&gt;
 - Unit Auto Group: Automatically puts units of a certain type into pre-defined unit groups.&lt;br /&gt;
 - Nested Buildmenu: A categorized menu for constructors.&lt;br /&gt;
*Windmills which gather more energy when placed at a higher altitude.&lt;br /&gt;
*Terraforming!&lt;br /&gt;
*Morphing Units!&lt;br /&gt;
*Streamlined Economy - you can feed your metal extractors with excess energy, removing the need for inefficient (and dangerous) metal makers.&lt;br /&gt;
*Originator for the renowned Chicken defense mode of play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
*Quick fast paced action.&lt;br /&gt;
*No effective single unit spam (hopefully).&lt;br /&gt;
*Kbots and Vehicles are both viable on most maps.&lt;br /&gt;
*Arm and Core have a different play style.&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/ca/screen037_002.sized.jpg&lt;br /&gt;
&lt;br /&gt;
*New models and textures.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/CA-vanity-shots/NEw_COre.sized.jpg&lt;br /&gt;
&lt;br /&gt;
*New explosions, weapon and unit effects.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/ca/screen007_001.jpg&lt;br /&gt;
&lt;br /&gt;
*Play in cartoon mode with the outline widget.&lt;br /&gt;
&lt;br /&gt;
*Higher resolution 3do textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutators=&lt;br /&gt;
&lt;br /&gt;
==Deployment Mutator==&lt;br /&gt;
Place your units and give orders to them before the game starts: you don&#039;t have to wait to use the big guns.&lt;br /&gt;
&lt;br /&gt;
==Tactics Mutator==&lt;br /&gt;
Place your units on the battlefield before the game starts then wipe out your enemy. With no economic management, you are free to exercise your tactics.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Homepage:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;[http://www.caspring.org www.caspring.org]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download it here:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[http://trac.caspring.org/wiki/sd SpringDownloader (the easiest &amp;amp; fastest to get CA and Spring maps)]&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
{{Category:Mods}}&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Chat&amp;diff=2688</id>
		<title>Balanced Annihilation:Chat</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Chat&amp;diff=2688"/>
		<updated>2009-01-02T01:54:15Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Chat, Cheats, and Text Commands==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing ENTER will bring up a &amp;quot;say:&amp;quot; prompt which you can use to communicate with other players or issue &amp;quot;Text Commands&amp;quot;.  &amp;lt;br&amp;gt;&lt;br /&gt;
-To send a message to all who are connected, type your message and press ENTER.&amp;lt;br&amp;gt;  &lt;br /&gt;
-To send a message only to your allies, preface your message with &amp;quot;a:&amp;quot;.&amp;lt;br&amp;gt;  &lt;br /&gt;
-To send a message to any spectators, type &amp;quot;s:&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
-To send a message to a certain player, type &amp;quot;w:&amp;lt;playername&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Press ENTER to send it. There are also keybindings for all/ally/spec chat messaging:&lt;br /&gt;
&lt;br /&gt;
 Enter -&amp;gt; send to &amp;lt;send type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ctrl+Enter -&amp;gt; send to All (and sets &amp;lt;send type&amp;gt; to all)&lt;br /&gt;
&lt;br /&gt;
 Alt+Enter -&amp;gt; send to Allies (and sets &amp;lt;send type&amp;gt; to allies)&lt;br /&gt;
&lt;br /&gt;
 Shift+Enter -&amp;gt; send to Spectators (and sets &amp;lt;send type&amp;gt; to spectators)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;  To enter a Text Command, simply type the command and press ENTER.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Text Commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/info #&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;Shows you what colour each player is, its CPU usage percentage and their ping delay in the bottom right corner of the screen. This is on by default. Arguments:&amp;lt;ol&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by allies&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by TeamID&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by name&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by CPU Usage&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by Ping&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the upper right corner of the screen. This is on by default.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/fps&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows FPS counter in the upper right corner of the screen.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/gameinfo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows game information. Game version, actual game speed, commander ends, gravity, tidal, min wind, max wind, map size, map name and mod name.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/kick &amp;lt;name&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kicks a player, only works for hosts.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/kickbynum #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kicks a player, only works for hosts.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Places all allied units that are owned by players who have lost connection to the server under your control. It is generally considered polite to consult with any still-connected allies before doing this. In a Commander Dies, Game Ends game, a player only loses once they have lost &#039;&#039;all&#039;&#039; their Commanders, and this mechanism will give them a second one.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/setmaxspeed #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/setminspeed #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/nospectatorchat [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toggles spectator chat on/off, optional true/false parameters can be put in the end, for example: &amp;quot;.nospectatorchat 1&amp;quot;, otherwise it will toggle it on/off. Only works for hosts.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cheat Codes=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&#039;&#039;&#039;/cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Insta-build; everything is built immediatly. (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/team #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/give [amount] &amp;lt;unitName&amp;gt; [team] @x,y,z&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition. Use the &amp;quot;all&amp;quot; switch to get ALL the units in the current mod. Putting a number after the unit name will give those units to the specified team. some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;/give ARMCOM - gives you one ARMCOM&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;/give 10 CORKROG 3 - gives team 3 10 CORKROGs&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;/give all - gives one of every unit available&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/atm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;gain 1000 extra energy and metal.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/godmode [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;If set to 1, everybody (including specs) can control and view all units.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphic Settings===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/advshading [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disables/enables advanced shading (reflective units, more?).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/grounddecals [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disables/enables ground decals (immune to tab complete?).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/maxparticles #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sets maximum amount of particles. Accepted values are between 1000 and 20000.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/shadows [0|1] #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sets shadows to on or off, supports a second argument for shadow quality (1024, 2048, 4096 or 8192). Note that shadows are a massive performance hit&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/vsync [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disables/enables vsync.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/water #&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;Sets water quality:&amp;lt;ol start=0&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Basic water, no performance hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Reflective, Pretty, not a too large performance hit.&amp;lt;/li&amp;gt; &lt;br /&gt;
	&amp;lt;li&amp;gt;Dynamic, Very pretty, MASSIVE performance hit and buggy on some hardware.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Reflective + Refractive, Prettier than reflective and pretty much the same performance hit, slightly buggy on some hardware.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Bump-mapped water, very low impact like basic water, very pretty and realistic at average ranges.  Has shore waves and some basic effects for impacts/movement through the water.&lt;br /&gt;
	&amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/cmdcolors &amp;lt;filename&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Loads specified cmdcolors.txt.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/ctrlpanel &amp;lt;filename&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Loads specified ctrlpanel.txt&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/luaui&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Access LuaUI commands provided by widgets. Use /luaui reload if LuaUI crashes. You can also use disable/enable arguments.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/echo &amp;lt;text&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prints a message to the console.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/say &amp;lt;text&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Specifies that you want to say something to the other players, useful for telling them how to do something with a / command without running it yourself. For example /say /luaui reload.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/specfullview #&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;Sets spectator viewing and selection options:&amp;lt;ol start=0&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;No special abilities.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;view-all.&amp;lt;/li&amp;gt; &lt;br /&gt;
	&amp;lt;li&amp;gt;select-all.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;view-all and select-all.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/volume #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sets volume, accepted values are between 0 and 1.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Keybindings===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Binds a key or key combination.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds a key or key combination.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbindaction &amp;lt;action&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbindkeyset &amp;lt;keyset&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbindall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds all keys except the chat keybinding.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/keysym &amp;lt;name&amp;gt; &amp;lt;keycode&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds a custom key symbol, The defaults can not be overridden. Name must start with a letter, and only contain letters, numbers, and &#039;_&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/keyset &amp;lt;name&amp;gt; &amp;lt;keyset&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Specifies a named keyset. Name must start with a letter, and only contain letters, numbers, and &#039;_&#039;. Named keysets may be accessed by prepending the &#039;&amp;amp;&#039; character to the name.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/fakemeta &amp;lt;keysym&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Assigns an auxiliary key for the meta modifier (&amp;quot;space&amp;quot; is a good choice. Use fakemeta none to disable this feature&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Chat&amp;diff=2687</id>
		<title>Balanced Annihilation:Chat</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Chat&amp;diff=2687"/>
		<updated>2009-01-02T01:52:29Z</updated>

		<summary type="html">&lt;p&gt;Maackey: replaced the &amp;quot;.&amp;quot; with &amp;quot;/&amp;quot; some minor formatting/clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Chat, Cheats, and Text Commands==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing ENTER will bring up a &amp;quot;say:&amp;quot; prompt which you can use to communicate with other players or issue &amp;quot;Text Commands&amp;quot;.  &amp;lt;br&amp;gt;&lt;br /&gt;
 - To send a message to all who are connected, type your message and press ENTER.&amp;lt;br&amp;gt;  &lt;br /&gt;
 - To send a message only to your allies, preface your message with &amp;quot;a:&amp;quot;.&amp;lt;br&amp;gt;  &lt;br /&gt;
 - To send a message to any spectators, type &amp;quot;s:&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
 - To send a message to a certain player, type &amp;quot;w:&amp;lt;playername&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Press ENTER to send it. There are also keybindings for all/ally/spec chat messaging:&lt;br /&gt;
&lt;br /&gt;
 Enter -&amp;gt; send to &amp;lt;send type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ctrl+Enter -&amp;gt; send to All (and sets &amp;lt;send type&amp;gt; to all)&lt;br /&gt;
&lt;br /&gt;
 Alt+Enter -&amp;gt; send to Allies (and sets &amp;lt;send type&amp;gt; to allies)&lt;br /&gt;
&lt;br /&gt;
 Shift+Enter -&amp;gt; send to Spectators (and sets &amp;lt;send type&amp;gt; to spectators)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;  To enter a Text Command, simply type the command and press ENTER.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Text Commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/info #&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;Shows you what colour each player is, its CPU usage percentage and their ping delay in the bottom right corner of the screen. This is on by default. Arguments:&amp;lt;ol&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by allies&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by TeamID&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by name&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by CPU Usage&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Sorts by Ping&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the upper right corner of the screen. This is on by default.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/fps&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows FPS counter in the upper right corner of the screen.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/gameinfo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows game information. Game version, actual game speed, commander ends, gravity, tidal, min wind, max wind, map size, map name and mod name.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/kick &amp;lt;name&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kicks a player, only works for hosts.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/kickbynum #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kicks a player, only works for hosts.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Places all allied units that are owned by players who have lost connection to the server under your control. It is generally considered polite to consult with any still-connected allies before doing this. In a Commander Dies, Game Ends game, a player only loses once they have lost &#039;&#039;all&#039;&#039; their Commanders, and this mechanism will give them a second one.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/setmaxspeed #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/setminspeed #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/nospectatorchat [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toggles spectator chat on/off, optional true/false parameters can be put in the end, for example: &amp;quot;.nospectatorchat 1&amp;quot;, otherwise it will toggle it on/off. Only works for hosts.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cheat Codes=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&#039;&#039;&#039;/cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Insta-build; everything is built immediatly. (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/team #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/give [amount] &amp;lt;unitName&amp;gt; [team] @x,y,z&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition. Use the &amp;quot;all&amp;quot; switch to get ALL the units in the current mod. Putting a number after the unit name will give those units to the specified team. some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;/give ARMCOM - gives you one ARMCOM&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;/give 10 CORKROG 3 - gives team 3 10 CORKROGs&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;/give all - gives one of every unit available&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/atm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;gain 1000 extra energy and metal.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/godmode [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;If set to 1, everybody (including specs) can control and view all units.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphic Settings===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/advshading [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disables/enables advanced shading (reflective units, more?).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/grounddecals [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disables/enables ground decals (immune to tab complete?).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/maxparticles #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sets maximum amount of particles. Accepted values are between 1000 and 20000.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/shadows [0|1] #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sets shadows to on or off, supports a second argument for shadow quality (1024, 2048, 4096 or 8192). Note that shadows are a massive performance hit&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/vsync [0|1]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disables/enables vsync.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/water #&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;Sets water quality:&amp;lt;ol start=0&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Basic water, no performance hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Reflective, Pretty, not a too large performance hit.&amp;lt;/li&amp;gt; &lt;br /&gt;
	&amp;lt;li&amp;gt;Dynamic, Very pretty, MASSIVE performance hit and buggy on some hardware.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Reflective + Refractive, Prettier than reflective and pretty much the same performance hit, slightly buggy on some hardware.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Bump-mapped water, very low impact like basic water, very pretty and realistic at average ranges.  Has shore waves and some basic effects for impacts/movement through the water.&lt;br /&gt;
	&amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/cmdcolors &amp;lt;filename&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Loads specified cmdcolors.txt.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/ctrlpanel &amp;lt;filename&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Loads specified ctrlpanel.txt&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/luaui&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Access LuaUI commands provided by widgets. Use /luaui reload if LuaUI crashes. You can also use disable/enable arguments.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/echo &amp;lt;text&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prints a message to the console.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/say &amp;lt;text&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Specifies that you want to say something to the other players, useful for telling them how to do something with a / command without running it yourself. For example /say /luaui reload.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/specfullview #&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;Sets spectator viewing and selection options:&amp;lt;ol start=0&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;No special abilities.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;view-all.&amp;lt;/li&amp;gt; &lt;br /&gt;
	&amp;lt;li&amp;gt;select-all.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;view-all and select-all.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/volume #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sets volume, accepted values are between 0 and 1.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Keybindings===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Binds a key or key combination.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds a key or key combination.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbindaction &amp;lt;action&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbindkeyset &amp;lt;keyset&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/unbindall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unbinds all keys except the chat keybinding.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/keysym &amp;lt;name&amp;gt; &amp;lt;keycode&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds a custom key symbol, The defaults can not be overridden. Name must start with a letter, and only contain letters, numbers, and &#039;_&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/keyset &amp;lt;name&amp;gt; &amp;lt;keyset&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Specifies a named keyset. Name must start with a letter, and only contain letters, numbers, and &#039;_&#039;. Named keysets may be accessed by prepending the &#039;&amp;amp;&#039; character to the name.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;/fakemeta &amp;lt;keysym&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Assigns an auxiliary key for the meta modifier (&amp;quot;space&amp;quot; is a good choice. Use fakemeta none to disable this feature&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Custom_Keys&amp;diff=2734</id>
		<title>Balanced Annihilation:Custom Keys</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Custom_Keys&amp;diff=2734"/>
		<updated>2008-09-21T01:01:01Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Customizing keyboard shortcuts ==&lt;br /&gt;
Open and read UIKeys.txt, much more complete and informative than this page.&lt;br /&gt;
&lt;br /&gt;
There are several categories of keys in Spring that can be customized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unit Action Keys===&lt;br /&gt;
&lt;br /&gt;
These are keys that control unit actions. They&#039;re all listed [[Using Spring#Commands and Defaults and Hotkeys|above]] and in the [http://taspring.clan-sy.com/wiki/Readme#Key_assignments Key Assignments] section of the README. The README can also be found in the docs folder of your Spring installation.&lt;br /&gt;
&lt;br /&gt;
These keys are hardcoded and cannot be changed. While a unit is selected, &#039;A&#039; will always issue an attack order and &#039;M&#039; will always issue a move order. You can still bind the key to something else in uikeys.txt or the Selection Keys Editor, but your binding will only work when you don&#039;t have any units selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===User Interface keys===&lt;br /&gt;
&lt;br /&gt;
{{Uikeys_Commands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many key bindings related to the user interface can be edited through the &#039;&#039;&#039;uikeys.txt&#039;&#039;&#039; file found in Spring folder. You should be able to work out the format by skimming it, it&#039;s fairly simple. Key bindings load upon game start, and can&#039;t be changed in middle of the game.&lt;br /&gt;
&lt;br /&gt;
A few keys related to the UI can&#039;t be changed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Mouse button functions.&lt;br /&gt;
&lt;br /&gt;
- Behaviour of shift/control&lt;br /&gt;
&lt;br /&gt;
- Behaviour of shift/control   Middle mouse button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The correct way to bind keys is to put single-quotes around letter keys, like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;bind &#039;x&#039; mouse3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also comment out any bind to quickly disable it by putting &amp;quot;//&amp;quot; before it:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;//bind home increaseViewRadius&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Function keys and some other keys don&#039;t need single quotes. They&#039;re listed in the &amp;quot;Special Bindable Keys&amp;quot; list, below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: center; background-color: #41545c; border: 1px #aaa solid;&amp;quot;&lt;br /&gt;
|Special Bindable Keys:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Function&#039;&#039;&#039;&lt;br /&gt;
* Home&lt;br /&gt;
* End&lt;br /&gt;
* insert&lt;br /&gt;
* delete&lt;br /&gt;
* space&lt;br /&gt;
* f1-f12&lt;br /&gt;
* esc &lt;br /&gt;
* `&lt;br /&gt;
* Ã‚Â§&lt;br /&gt;
* enter&lt;br /&gt;
* backspace&lt;br /&gt;
* pause&lt;br /&gt;
* pageup&lt;br /&gt;
* pagedown&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;&lt;br /&gt;
* ctrl&lt;br /&gt;
* Shift&lt;br /&gt;
&#039;&#039;&#039;Arrow&#039;&#039;&#039;&lt;br /&gt;
* Up&lt;br /&gt;
* Down&lt;br /&gt;
* Left&lt;br /&gt;
* Rigth&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Selection keys===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the best part, and is already covered [[Using Spring#The Selection Editor|earlier]] in this document.&lt;br /&gt;
&lt;br /&gt;
Im sure you do remember Control C key. Or Control Z.&lt;br /&gt;
&lt;br /&gt;
Well these keys, as all that are related to &amp;quot;selected units&amp;quot; are now fully editable.&lt;br /&gt;
&lt;br /&gt;
i.e. You can map a key to do the same as Control C BUT without the &amp;quot;center on commander&amp;quot; part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This offers tremendous flexibility and enhaces control and gameplay to pro levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Look at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2190 this thread] to learn more on editing these selection keys through selectioneditor.exe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:Uikeys_Commands&amp;diff=23257</id>
		<title>Template:Uikeys Commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:Uikeys_Commands&amp;diff=23257"/>
		<updated>2008-09-21T01:00:40Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; background-color: #41545c; font-size: smaller; border: 1px #aaa solid;&amp;quot; &lt;br /&gt;
| &#039;&#039;&#039;Wholly incomplete list of &amp;lt;br&amp;gt;commands for UIKeys.txt:&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* buildfacing south&lt;br /&gt;
* buildunit_unitname&lt;br /&gt;
* chat&lt;br /&gt;
* controlunit&lt;br /&gt;
* createvideo&lt;br /&gt;
* debug&lt;br /&gt;
* drawinmap&lt;br /&gt;
* drawtrees&lt;br /&gt;
* dynamicsky&lt;br /&gt;
* grabinput&lt;br /&gt;
* group0&lt;br /&gt;
* group1&lt;br /&gt;
* group2&lt;br /&gt;
* group3&lt;br /&gt;
* group4&lt;br /&gt;
* group5&lt;br /&gt;
* group6&lt;br /&gt;
* group7&lt;br /&gt;
* group8&lt;br /&gt;
* group9&lt;br /&gt;
* hideinterface&lt;br /&gt;
* lastmsgpos&lt;br /&gt;
* lessclouds&lt;br /&gt;
* lesstrees&lt;br /&gt;
* moreclouds&lt;br /&gt;
* moretrees&lt;br /&gt;
* mouse1&lt;br /&gt;
* mouse2&lt;br /&gt;
* mouse3&lt;br /&gt;
* mouse4&lt;br /&gt;
* mouse5&lt;br /&gt;
* mousestate&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* increaseviewradius&lt;br /&gt;
* decreaseviewradius&lt;br /&gt;
* moveback&lt;br /&gt;
* movedown&lt;br /&gt;
* movefast&lt;br /&gt;
* moveforward&lt;br /&gt;
* moveleft&lt;br /&gt;
* moveright&lt;br /&gt;
* moveslow&lt;br /&gt;
* moveup&lt;br /&gt;
* nosound&lt;br /&gt;
* pause&lt;br /&gt;
* quit&lt;br /&gt;
* savegame&lt;br /&gt;
* screenshot&lt;br /&gt;
* sharedialog&lt;br /&gt;
* showelevation&lt;br /&gt;
* showhealthbars&lt;br /&gt;
* showmetalmap&lt;br /&gt;
* showpathmap&lt;br /&gt;
* showshadowmap&lt;br /&gt;
* showstandard&lt;br /&gt;
* singlestep&lt;br /&gt;
* slowdown&lt;br /&gt;
* speedup&lt;br /&gt;
* togglelos&lt;br /&gt;
* track&lt;br /&gt;
* updatefov&lt;br /&gt;
* yardmap1&lt;br /&gt;
* yardmap4&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:Uikeys_Commands&amp;diff=23256</id>
		<title>Template:Uikeys Commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:Uikeys_Commands&amp;diff=23256"/>
		<updated>2008-09-21T00:59:21Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; background-color: #41545ce; font-size: smaller; border: 1px #aaa solid;&amp;quot; &lt;br /&gt;
| &#039;&#039;&#039;Wholly incomplete list of &amp;lt;br&amp;gt;commands for UIKeys.txt:&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* buildfacing south&lt;br /&gt;
* buildunit_unitname&lt;br /&gt;
* chat&lt;br /&gt;
* controlunit&lt;br /&gt;
* createvideo&lt;br /&gt;
* debug&lt;br /&gt;
* drawinmap&lt;br /&gt;
* drawtrees&lt;br /&gt;
* dynamicsky&lt;br /&gt;
* grabinput&lt;br /&gt;
* group0&lt;br /&gt;
* group1&lt;br /&gt;
* group2&lt;br /&gt;
* group3&lt;br /&gt;
* group4&lt;br /&gt;
* group5&lt;br /&gt;
* group6&lt;br /&gt;
* group7&lt;br /&gt;
* group8&lt;br /&gt;
* group9&lt;br /&gt;
* hideinterface&lt;br /&gt;
* lastmsgpos&lt;br /&gt;
* lessclouds&lt;br /&gt;
* lesstrees&lt;br /&gt;
* moreclouds&lt;br /&gt;
* moretrees&lt;br /&gt;
* mouse1&lt;br /&gt;
* mouse2&lt;br /&gt;
* mouse3&lt;br /&gt;
* mouse4&lt;br /&gt;
* mouse5&lt;br /&gt;
* mousestate&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* increaseviewradius&lt;br /&gt;
* decreaseviewradius&lt;br /&gt;
* moveback&lt;br /&gt;
* movedown&lt;br /&gt;
* movefast&lt;br /&gt;
* moveforward&lt;br /&gt;
* moveleft&lt;br /&gt;
* moveright&lt;br /&gt;
* moveslow&lt;br /&gt;
* moveup&lt;br /&gt;
* nosound&lt;br /&gt;
* pause&lt;br /&gt;
* quit&lt;br /&gt;
* savegame&lt;br /&gt;
* screenshot&lt;br /&gt;
* sharedialog&lt;br /&gt;
* showelevation&lt;br /&gt;
* showhealthbars&lt;br /&gt;
* showmetalmap&lt;br /&gt;
* showpathmap&lt;br /&gt;
* showshadowmap&lt;br /&gt;
* showstandard&lt;br /&gt;
* singlestep&lt;br /&gt;
* slowdown&lt;br /&gt;
* speedup&lt;br /&gt;
* togglelos&lt;br /&gt;
* track&lt;br /&gt;
* updatefov&lt;br /&gt;
* yardmap1&lt;br /&gt;
* yardmap4&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Using_Spring&amp;diff=19385</id>
		<title>Using Spring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Using_Spring&amp;diff=19385"/>
		<updated>2008-09-18T14:29:10Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===Using Spring===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a fairly exhaustive description of controls, interface and features.  For basic information, check the most current readme [[Readme|here]] or [[Read_Me_First|Read me first]].  For an introduction to the strategy and overall gameplay in XTA (and most mods based on the original Cavedog units) check out the [[Spring_guide%21|Spring Guide!]]. Other mods should have more specific documentation on their web sites or on the Wiki. Please see the links in the [[Mods]] section.&lt;br /&gt;
&lt;br /&gt;
For more advanced/current information check the most recent [http://taspring.clan-sy.com/changelog.txt changelog] or the [http://taspring.clan-sy.com/phpbb/ Spring Forums].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Articles===&lt;br /&gt;
&#039;&#039;&#039;[[Starting_A_Game|Starting A Game]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Orders|Issuing Orders]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Command_Reference|Command Quick Reference]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://img108.imagevenue.com/img.php?image=03721_PK06A_Compact_Keyboard_ProdImage_Black_V2_122_972lo.jpg Spring default Keyboard layout]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Camera | Using the Cameras]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Selections|Selections/Groups/Group Commands/Group AI]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_chat|Chat, Cheats, and Text Commands]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_doodles|Map drawing/doodles]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_custom_keys| Customized key shortcuts/bindings and the key/selection editor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Main_Page|&amp;lt;- Back to Main page page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7502</id>
		<title>Finalizing linux install</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7502"/>
		<updated>2008-09-13T18:56:20Z</updated>

		<summary type="html">&lt;p&gt;Maackey: /* Maps &amp;amp; Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Finalizing installation =&lt;br /&gt;
&lt;br /&gt;
Now you have Spring installed along with SpringLobby. You are now ready to start springlobby for the first time.&lt;br /&gt;
&lt;br /&gt;
=== Maps &amp;amp; Mods ===&lt;br /&gt;
&lt;br /&gt;
Since Spring is only an engine, you need to download games/mods for it, and the maps that go with those games. &lt;br /&gt;
&lt;br /&gt;
Springlobby will automatically do this for you using bittorrent when you attempt to join a game with a map or mod that you don&#039;t currently have.&lt;br /&gt;
&lt;br /&gt;
If you want to download it manually or browse existing maps, there are several easy to use websites - here are some:&lt;br /&gt;
*[http://spring.jobjol.nl/subcategory.php?id=1 SpringFiles]&lt;br /&gt;
*[http://spring-portal.com/ Spring-Portal]&lt;br /&gt;
*[http://www.darkstars.co.uk/downloads/index.php?dir=spring Darkstars]&lt;br /&gt;
&lt;br /&gt;
Pick any of those sites, download a map or mod, and save it under ~/spring/maps/ or ~/spring/mods/ (if the folder doesn&#039;t exist - create it). Don&#039;t unpack the file in any way though, just download and save it. Reload your maps/mods in Springlobby, (Tools -&amp;gt; Reload maps/mods) and they will be ready to use.&lt;br /&gt;
&lt;br /&gt;
These sites also may provide other neat things like lua widgets, epic replays, AI bots (for playing offline or to team up on with a freind).  Generally the installation requires you to download the file and place it in the appropriate folder in your ~/spring/ directory. (you may have to create the folder)&lt;br /&gt;
&lt;br /&gt;
Hint: If you know the map name you want, there is a Search function provided in those websites. Just write a part of the name, like one word, and you&#039;ll easily find the map you were looking for - this is helpful later on.&lt;br /&gt;
&lt;br /&gt;
==== BA (Balanced Annihilation) ====&lt;br /&gt;
&lt;br /&gt;
A popular mod to get started with is Balanced Annihilation (BA) 6.21. Please note that before you can run it though, you&#039;ll need to download the OTA content - read the section below on how to get that.&lt;br /&gt;
&lt;br /&gt;
==== CA (Complete Annihilation) ====&lt;br /&gt;
&lt;br /&gt;
A new mod with better models, graphical effects, and a different take on gameplay is the CA mod - get it [http://trac.caspring.org/wiki/PythonDownloader here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== OTA Content ====&lt;br /&gt;
&lt;br /&gt;
If you want to play mods based on Total Annihilation, for example XTA, AA, BA, or CA then you have to do the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
wget http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip -P ~/spring/base&lt;br /&gt;
unzip ~/spring/base/base-ota-content.zip -d ~/spring/base/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that you need to own a copy of Total Annihilation, to download this file legally.&lt;br /&gt;
Mods that do not require this file are at least NanoBlobs, Kernel Panic and Expand &amp;amp; Exterminate&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Help:Contents&amp;diff=23308</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Help:Contents&amp;diff=23308"/>
		<updated>2008-09-09T20:30:59Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Awww. It looks like we can&#039;t help you right now.  Maybe head over to the [[FAQ]] page in the meantime.&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12776</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12776"/>
		<updated>2008-09-09T19:59:07Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #2d3b43&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [[Page_principale|FranÃƒÂ§ais]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Pagina Principale|Italiano]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; Answers to questions often asked - Everyone should read this first. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; Has it been asked before? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Getting Spring Content and Links]]&#039;&#039;&#039; Lists sites related to spring, and sites from which you can download spring Mods/Games, Maps, and more&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; All about maps for the Spring engine and where to get them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; Skirmish AIs, Helper AIs...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; A list of the official clans in spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Titles of importance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spreading Spring]]&#039;&#039;&#039; Read before advertising.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Hosting Spring]]&#039;&#039;&#039; Autohosting and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Lighter Side Of Spring]]&#039;&#039;&#039; Humour, comics and quotations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
== Development == &lt;br /&gt;
&#039;&#039;&#039;[[Engine Development]]&#039;&#039;&#039; Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mod_and_Unit_development#Mod_development|Game Development And Unit Creation]]&#039;&#039;&#039; Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map_development|Map Development]]&#039;&#039;&#039; Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Scripting]]&#039;&#039;&#039; Information regarding the use of the supplementary Lua scripting language for Widgets and beyond...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs|Content Development Programs]]&#039;&#039;&#039; Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mission development]]&#039;&#039;&#039; Help on writing campaigns, demos and missions using Lua.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AI|AI Development]]&#039;&#039;&#039; Lots of information about developing Skirmish, Unit and Group AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux_Page |Linux and Mac OS]]&#039;&#039;&#039; Mac OSX / NetBSD / Solaris / Linux / Cross-platform information.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; Generally related to development of the engine or particular mods. Read before posting on the forums.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[General Resources]]&#039;&#039;&#039; Usable textures, sounds and code snippets by the community, for the community.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Associated Development Groups]]&#039;&#039;&#039; Teams, Forums and Groups associated with Spring content and code development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#2d3b43; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=214</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=214"/>
		<updated>2008-09-09T19:59:07Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #2d3b43&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [[Page_principale|FranÃƒÂ§ais]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Pagina Principale|Italiano]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; Answers to questions often asked - Everyone should read this first. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; Has it been asked before? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Getting Spring Content and Links]]&#039;&#039;&#039; Lists sites related to spring, and sites from which you can download spring Mods/Games, Maps, and more&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; All about maps for the Spring engine and where to get them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; Skirmish AIs, Helper AIs...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; A list of the official clans in spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Titles of importance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spreading Spring]]&#039;&#039;&#039; Read before advertising.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Hosting Spring]]&#039;&#039;&#039; Autohosting and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Lighter Side Of Spring]]&#039;&#039;&#039; Humour, comics and quotations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
== Development == &lt;br /&gt;
&#039;&#039;&#039;[[Engine Development]]&#039;&#039;&#039; Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mod_and_Unit_development#Mod_development|Game Development And Unit Creation]]&#039;&#039;&#039; Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map_development|Map Development]]&#039;&#039;&#039; Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Scripting]]&#039;&#039;&#039; Information regarding the use of the supplementary Lua scripting language for Widgets and beyond...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs|Content Development Programs]]&#039;&#039;&#039; Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mission development]]&#039;&#039;&#039; Help on writing campaigns, demos and missions using Lua.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AI|AI Development]]&#039;&#039;&#039; Lots of information about developing Skirmish, Unit and Group AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux_Page |Linux and Mac OS]]&#039;&#039;&#039; Mac OSX / NetBSD / Solaris / Linux / Cross-platform information.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; Generally related to development of the engine or particular mods. Read before posting on the forums.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[General Resources]]&#039;&#039;&#039; Usable textures, sounds and code snippets by the community, for the community.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Associated Development Groups]]&#039;&#039;&#039; Teams, Forums and Groups associated with Spring content and code development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#2d3b43; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy_and_Tactics&amp;diff=18027</id>
		<title>Strategy and Tactics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Strategy_and_Tactics&amp;diff=18027"/>
		<updated>2008-09-09T19:43:11Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
Strategy and Tactics are best described as &amp;quot;Concepts on how to achieve victory&amp;quot;. Strategy is a chosen global method of action, while tactics are short-term actions to attain specific goals.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Common Strategies===&lt;br /&gt;
&#039;&#039;&#039;[[Rushing]]&#039;&#039;&#039; - Speed Slaughter&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Porcing]]&#039;&#039;&#039; - If I Hold Out Long Enough, I&#039;ll Be The Last Man Standing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map Control]]&#039;&#039;&#039; - Everywhere At Once&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Uberweapon]]&#039;&#039;&#039; - Nukes, LRPCS &amp;amp; Superunits&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Expansion]]&#039;&#039;&#039; - The Eradication Of Base Mentality&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Planned Delaying]]&#039;&#039;&#039; - Just Need To Slow Them Down...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Secret Front]]&#039;&#039;&#039; - Victory Through Misinformation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[A Good Offense is the Best Defense]]&#039;&#039;&#039; - Speed, No Defense&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note On Strategies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many of the strategies listed here are not viable in all the games which run on the Spring engine. Some have more application than others, and many may seem less than relevant to many players.&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Common Tactics===&lt;br /&gt;
&#039;&#039;&#039;[[Commander bombing|Commander Bombing]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Commander kidnapping|Commander Kidnapping]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Raiding]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Swarming]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Nuke strike|Nuclear Strike]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Chokepoint]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Teching]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Defensive Lines]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Transports and setting up supply Lines|Transports &amp;amp; Supply Lines]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Dedicated Spamming]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Classic Pincer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Air Domination]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Squad Tactics]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Artillery Creep]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Ace In The Hole]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Specific Supplements===&lt;br /&gt;
&#039;&#039;&#039;[[Base building tips|Base Construction]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring for RTS Players]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Replays]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods, and their strategies/tactics|Tactics For Individual Mods]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Resources]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Theory On Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Aggressive Vs. Passive Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[How to be good at 1v1|One Vs. One Tactics &amp;amp; Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Delaying Inevitable Defeat: Development Time]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Multiplayer Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SOP|Strategic, Operational &amp;amp; Tactical Warfare]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Manored&#039;s Guide about BA units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[NOTA Guides]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Discussions On Strategy===&lt;br /&gt;
&#039;&#039;&#039;[[Advanced Strategy Discussion|Lobby Client Discussion December 2005]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7772 Tactics And Hills]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5824 Airdrop Efficency]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3642 Forum Discussion January 06]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6167 Forum Discussion July 06]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://forums.somethingawful.com/showthread.php?s=&amp;amp;threadid=2230557 SomethingAwful: Spring Strategies &amp;amp; Tricks]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&#039;&#039;&#039;[[Spring guide!|Spring Guide!]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7596 Individual Playing Styles]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://www.gigasize.com/get.php/65417/spring002_little_tricky_tricks.wmv Little Tricky Tricks Video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;[[Subjects Of Study In Relation To Strategy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Comparison Of Tactics In Different Mods]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Gameplay Strategy For The Mod Developer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Gameplay Strategy For The AI Developer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Gameplay Strategy For The Map Developer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===External Resources===&lt;br /&gt;
&#039;&#039;&#039;[http://uk.pc.ign.com/articles/700/700747p1.html IGN: The State of the RTS]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[http://www.kimsoft.com/polwar.htm Sun Tzu&#039;s The Art Of War]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #38474E; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
Feel free to contribute as you see fit to the Strategy and Tactics section of the Wiki as you would elsewhere, but remember to respect the work of other contributors and consult them if you seek to overhaul their contributions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Main_Page|&amp;lt;- Back to Main page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Maackey&amp;diff=20903</id>
		<title>User:Maackey</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Maackey&amp;diff=20903"/>
		<updated>2008-09-09T19:31:53Z</updated>

		<summary type="html">&lt;p&gt;Maackey: New page: =Maackey=  I really like Spring.  It has sucked me in, and is now my favorite game.  Or rather, set of games, since Spring isn&amp;#039;t really a game in and of itself.   more later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maackey=&lt;br /&gt;
&lt;br /&gt;
I really like Spring.  It has sucked me in, and is now my favorite game.  Or rather, set of games, since Spring isn&#039;t really a game in and of itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
more later.&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7501</id>
		<title>Finalizing linux install</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7501"/>
		<updated>2008-09-09T19:21:09Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Finalizing installation =&lt;br /&gt;
&lt;br /&gt;
Now you have Spring installed along with SpringLobby. You are now ready to start springlobby for the first time.&lt;br /&gt;
&lt;br /&gt;
=== Maps &amp;amp; Mods ===&lt;br /&gt;
&lt;br /&gt;
Since Spring is only an engine, you need to download games/mods for it, and the maps that go with those games. &lt;br /&gt;
&lt;br /&gt;
Springlobby will automatically do this for you using bittorrent when you attempt to join a game with a map or mod that you don&#039;t currently have.&lt;br /&gt;
&lt;br /&gt;
If you want to download it manually or browse existing maps, there are several easy to use websites - here are some:&lt;br /&gt;
*[http://spring.jobjol.nl/subcategory.php?id=1 SpringFiles]&lt;br /&gt;
*[http://spring-portal.com/ Spring-Portal]&lt;br /&gt;
*[http://www.darkstars.co.uk/downloads/index.php?dir=spring Darkstars]&lt;br /&gt;
&lt;br /&gt;
Pick any of those sites, download a map or mod, and save it under ~/.spring/maps/ or ~/.spring/mods/ (if the folder doesn&#039;t exist - create it). Don&#039;t unpack the file in any way though, just download and save it. Reload your maps/mods in Springlobby, (Tools -&amp;gt; Reload maps/mods) and they will be ready to use.&lt;br /&gt;
&lt;br /&gt;
These sites also may provide other neat things like lua widgets, epic replays, AI bots (for playing offline or to team up on with a freind).  Generally the installation requires you to download the file and place it in the appropriate folder in your ~/.spring/ directory. (you may have to create the folder)&lt;br /&gt;
&lt;br /&gt;
Hint: If you know the map name you want, there is a Search function provided in those websites. Just write a part of the name, like one word, and you&#039;ll easily find the map you were looking for - this is helpful later on.&lt;br /&gt;
&lt;br /&gt;
==== BA (Balanced Annihilation) ====&lt;br /&gt;
&lt;br /&gt;
A popular mod to get started with is Balanced Annihilation (BA) 6.21. Please note that before you can run it though, you&#039;ll need to download the OTA content - read the section below on how to get that.&lt;br /&gt;
&lt;br /&gt;
==== CA (Complete Annihilation) ====&lt;br /&gt;
&lt;br /&gt;
A new mod with better models, graphical effects, and a different take on gameplay is the CA mod - get it [http://trac.caspring.org/wiki/PythonDownloader here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== OTA Content ====&lt;br /&gt;
&lt;br /&gt;
If you want to play mods based on Total Annihilation, for example XTA, AA, BA, or CA then you have to do the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
wget http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip -P ~/spring/base&lt;br /&gt;
unzip ~/spring/base/base-ota-content.zip -d ~/spring/base/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that you need to own a copy of Total Annihilation, to download this file legally.&lt;br /&gt;
Mods that do not require this file are at least NanoBlobs, Kernel Panic and Expand &amp;amp; Exterminate&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7500</id>
		<title>Finalizing linux install</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7500"/>
		<updated>2008-09-04T19:50:12Z</updated>

		<summary type="html">&lt;p&gt;Maackey: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Finalizing installation =&lt;br /&gt;
&lt;br /&gt;
Now you have Spring installed along with SpringLobby. You are now ready to start springlobby for the first time.&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
&lt;br /&gt;
Since Spring itself is only an engine, you need to download mods for it. Springlobby will do this for you using bittorrent once you joined a game with a mod you don&#039;t have. If you want to download it manually, [http://spring.jobjol.nl/] has almost all mods ever created for spring. Once you downloaded them to ~/.spring/mods, they are ready to use.&lt;br /&gt;
&lt;br /&gt;
==== BA (Balanced Annihilation) ====&lt;br /&gt;
&lt;br /&gt;
A popular mod to get started with is Balanced Annihilation (BA) 6.21. Please note that before you can run it though, you&#039;ll need to download the OTA content - read the section below on how to get that.&lt;br /&gt;
&lt;br /&gt;
==== CA (Complete Annihilation) ====&lt;br /&gt;
&lt;br /&gt;
A new mod with better models, graphical effects, and a different take on gameplay is the CA mod - get it [http://trac.caspring.org/wiki/PythonDownloader here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== OTA Content ====&lt;br /&gt;
&lt;br /&gt;
If you want to play mods based on Total Annihilation, for example XTA, AA, BA, or CA then you have to do the following:&lt;br /&gt;
&lt;br /&gt;
If you are on Gentoo:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
emerge spring-ota-content&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other distributions:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
wget http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip -P ~/spring/base&lt;br /&gt;
unzip ~/spring/base/base-ota-content.zip -d ~/spring/base/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that you need to own a copy of Total Annihilation, to download this file legally.&lt;br /&gt;
Mods that do not require this file are at least NanoBlobs, Kernel Panic and Expand &amp;amp; Exterminate&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
When joining a game with a map you don&#039;t have, springlobby will start downloading it using bittorrent.&lt;br /&gt;
&lt;br /&gt;
If you want to browse existing maps, there are several easy to use websites - here are some:&lt;br /&gt;
*[http://spring.jobjol.nl/subcategory.php?id=1 SpringFiles]&lt;br /&gt;
*[http://spring-portal.com/ Spring-Portal]&lt;br /&gt;
*[http://www.darkstars.co.uk/downloads/index.php?dir=spring Darkstars]&lt;br /&gt;
&lt;br /&gt;
Pick any of those sites, download a map, and save it under ~/spring/maps/ (if the folder doesn&#039;t exist - create it). Don&#039;t unpack the file in any way though, just download and save it.&lt;br /&gt;
&lt;br /&gt;
Hint: If you know the map name you want, there is a Search function provided in those websites. Just write a part of the name, like one word, and you&#039;ll easily find the map you were looking for - this is helpful later on.&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Using_Spring&amp;diff=19384</id>
		<title>Using Spring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Using_Spring&amp;diff=19384"/>
		<updated>2008-08-16T04:35:42Z</updated>

		<summary type="html">&lt;p&gt;Maackey: /* Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===Using Spring===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a fairly exhaustive description of controls, interface and features.  For basic information, check the most current readme [[Readme|here]] or [[Read_Me_First|Read me first]].  For an introduction to the strategy and overall gameplay in XTA (and most mods based on the original Cavedog units) check out the [[Spring_guide%21|Spring Guide!]]. Other mods should have more specific documentation on their web sites or on the Wiki. Please see the links in the [[Mods]] section.&lt;br /&gt;
&lt;br /&gt;
For more advanced/current information check the most recent [http://taspring.clan-sy.com/changelog.txt changelog] or the [http://taspring.clan-sy.com/phpbb/ Spring Forums].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Articles===&lt;br /&gt;
&#039;&#039;&#039;[[Starting_A_Game|Starting A Game]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Orders|Issuing Orders]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Command_Reference|Command Quick Reference]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://img108.imagevenue.com/img.php?image=03721_PK06A_Compact_Keyboard_ProdImage_Black_V2_122_972lo.jpg Spring default Keyboard layout]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Camera | Using the Cameras]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Selections|Selections/Groups/Group Commands/Group AI]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_chat|Chat, Cheats, and Text Commands]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_doodles|Map drawing/doodles]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_custom_keys| Customized key shortcuts/bindings and the key/selection editor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Main_Page|&amp;lt;- Back to Main page page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Nuke_strike&amp;diff=15154</id>
		<title>Nuke strike</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Nuke_strike&amp;diff=15154"/>
		<updated>2008-07-27T06:00:24Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;A mid-late game tactic&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This tactic basically involves a large number of nuclear missile silos which are built, loaded with nukes, and then fired in rapid succession. &lt;br /&gt;
Very successful if one of the nukes gets through the missile defense and hits a high concentration of expensive buildings that in turn create a chain reaction. eg. an advanced fusion reactor, or, (&#039;&#039;should your lottery ticket win whilst you are saving the alienware&#039;s CEO&#039;s life and he promises to get you the best damn machine they build, and your isp company draws a new &amp;quot;never pay for high speed internet again&amp;quot; competition with your name on the draw&#039;&#039;) two missiles get through, one hitting the Moho geothermal plant which explodes forcing the nearby commander into the airspace that the second missile is planning on taking, the resulting explosion slams the commander to the ground that is currently occupied by the Buzzsaw/Vulcan, which in turn explodes destroying the ring of doomsday machines surrounding the unexploded part of the base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuke strike is effective against:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*    New players (aka noobs)&lt;br /&gt;
*    Peep with no missile defense :P&lt;br /&gt;
**   Or hit your enemy&#039;s missile defense just before u nuke  i.e planned / suicide air raid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuke Strike is ineffective against:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Someone with more well fortified anti-nukes then you have nuclear silos.&lt;br /&gt;
* Someone with an expansion strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nuke strikes are difficult to pull off because of the high resource drain involved in building them and clearing enemy missile defense. &lt;br /&gt;
* However if you get some nice hits the game is either over then and there, or the opponent is crippled enough for the game to end shortly afterwards. &lt;br /&gt;
Beware of radar jammed areas hiding the enemy&#039;s real base, as well as mobile anti-nukes.&lt;br /&gt;
* Not nice to find out you have sent your entire mobile force to clear out the recently nuked decoy base and your back door is open to his 5 krogoths, life gets awkward quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Air_Domination&amp;diff=1848</id>
		<title>Air Domination</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Air_Domination&amp;diff=1848"/>
		<updated>2008-07-27T05:53:17Z</updated>

		<summary type="html">&lt;p&gt;Maackey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Air Domination is an tactic best employed on maps with little land or large areas on which land units cannot act. It&#039;s simple - build an attack group of aircraft suitable for taking out your targets, and support with units that minimize the weakness of air.&lt;br /&gt;
&lt;br /&gt;
Alternatively, build up a tremendous force of the cheapest effective air units for a task and mass your targets, using shock and awe to augment your activities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This tactic is viable in most games with advanced air units and independent air technology, such as AA or XTA. The relative weakness of air units in E&amp;amp;E and Gundam RTS may make this a poor tactical choice despite the access to a variety of aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do not put hundreds of flying units in patrol mode, you&#039;ll cause the game to run very slow for everyone&lt;br /&gt;
&lt;br /&gt;
Some mods have aircraft units that can overlap.  Try to spread out your aircraft so they do not &amp;quot;chain explode&amp;quot;, as they are very delicate machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Maackey</name></author>
	</entry>
</feed>